Difference between revisions of "Creating an Alt Hauler"

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{{main|Alternate characters}}{{Skillplan Navbar}}
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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.
  
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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]].
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'''''Stuck in station, unable to purchase the items you need?''''' <br> '''''Looking at hauling as a means to running trade routes?'''''  
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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 [[Eve University Class Library#Hauling|Alt Hauling 101]] audio class.  
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== Why use a hauler alt? ==
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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.  
  
A large change has been made with the June 2013 Odyssey expansion lowering the requirement to train to Racial Industrial V to Racial Industrial II and raising the requirement to train to Advanced Spaceship Command V instead on ASC I. This means that the first Racial Freighter will take a bit more time to train, but that it will take around 19 hours to train each addition Racial Freighter I skill. It also reduced the requirement for an Iteron V to Gallente Industrial I from V. The same applies to the Mammoth and Badger Mark II Changes have been made to this guide, but keep this in mind in case something was missed.
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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.  
  
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 [http://evemon.battleclinic.com/ EVEMon].  
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===Training multiple characters===
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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.
  
''Note: You cannot train the skills for any of the Industrial ships on Trial accounts.''
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== Why no T1 haulers?  ==
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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 63,000m3 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, such as from Stacmon to Jita, puts your cargo at an unnecessary risk. Moving short distances in a T1 hauler in hisec is generally safe, but beyond that T2 haulers are necessary to prevent the loss of all your cargo.
  
== Hauler Table  ==
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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.
  
Here is a table of suggested haulers, showing their cargo capacity in m<sup>3</sup> and approximate training time.  Firstly with all low slots filled with Expanded Cargohold IIs, and then with both Cargohold Expander IIs and Medium Cargohold Optimisation I rigs (these modules increase a ship's cargo capacity)  Training times assume the bare minimum skills needed to fly the ship and fit the modules, when trained from a new character whose race matches that the ship.  
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{{ note box | Notes:
<br>
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* 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.
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| italics= no }}
  
{| cellspacing="1" cellpadding="5" border="0" style="width: 547px; height: 230px;"
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== Preparing for training  ==
|-
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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" colspan="2"|
 
  
! bgcolor="#000000" align="center" colspan="2" |
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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.
With Expanded Cargohold IIs
 
! bgcolor="#000000" align="center" colspan="2" |
 
With both Cargohold Expander IIs and Medium Cargohold Optimisation I rigs
 
|-
 
! bgcolor="#000000" align="center" |
 
'''Ship'''
 
  
! bgcolor="#000000" align="center" |  
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== Skill plan ==
'''Race'''
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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" |
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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 (With out Remap)<br>
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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="#000000" align="center" |
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* Support skills: Intelligence-Memory
'''Cargo m<sup>3</sup>'''
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* Navigation skills: Intelligence-Perception
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* Ship skills: Willpower-Perception
  
! bgcolor="#000000" align="center" | Estimated Training Time (With out Remap)<br>
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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.
|-
 
| bgcolor="#333333" | Bestower<br>
 
| bgcolor="#333333" align="center" | Amarr<br>
 
| bgcolor="#333333" align="center" | 13,319<br>
 
| bgcolor="#333333" align="center" | ~2h 7m <br>
 
| bgcolor="#333333" align="center" | 20,257<br>
 
| bgcolor="#333333" align="center" | ~15h 4m <br>
 
|-
 
| bgcolor="#333333" | Badger Mark II<br>
 
| bgcolor="#333333" align="center" | Caldari<br>
 
| bgcolor="#333333" align="center" | 12,514 <br>
 
| bgcolor="#333333" align="center" | ~2h 7m<br>
 
| bgcolor="#333333" align="center" | 19,032<br>
 
| bgcolor="#333333" align="center" | ~15h 4m<br>
 
|-
 
| bgcolor="#333333" | Mammoth<br>
 
| bgcolor="#333333" align="center" | Minmatar<br>
 
| bgcolor="#333333" align="center" | 17,838<br>
 
| bgcolor="#333333" align="center" | ~2h 7m<br>
 
| bgcolor="#333333" align="center" | 27,129<br>
 
| bgcolor="#333333" align="center" | ~15h 4m<br>
 
|-
 
| bgcolor="#333333" | Iteron Mark V<br>
 
| bgcolor="#333333" align="center" | Gallente<br>
 
| bgcolor="#333333" align="center" | 25,270<br>
 
| bgcolor="#333333" align="center" | ~2h 7m<br>
 
| bgcolor="#333333" align="center" | 32,284<br>
 
| bgcolor="#333333" align="center" | ~15h 4m<br>
 
|}
 
<br><br>
 
  
== Weighing Training Time Against How Much You Want to Haul ==
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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.
  
A major concern when choosing which race and ship to go for, will be how much extra time is required, to train additional levels of the racial Industrial skill, needed to unlock access to each ship.
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==Support skills==
 +
First remap: '''Remapping (active) : i27 p17 c17 w17 m21'''
  
Up to the Odyssey expansion, the Amarr Bestower was the hauler of choice up to Racial Industrial III. As of June 2013, that changed to the Gallente Iteron V since it is now flyable at Gallente Industrial I. If you truly want to maximise your cargo capacity while minimising training, then the Iteron V is the Industrial ship to go for, at all skill levels, as at those levels of training it has the highest possible m<sup>3</sup> for all the industrials.  At level 1, with about 18 hours
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{{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}}
  
If you don't mind spending the time to train an industrial skill to level IV, then the Mammoth will give you the highest capacity at that training level, and if you don't mind the long train to get a racial industrial skill to V, then the Iteron V will have the highest capacity with that training level.  The Iteron V is also a good choice if you want to use the tech 1 industrial with the highest possible capacity in the game, when not using your freighter.
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{{Sk|Jury Rigging|III|mult=yes}} 7 hours, 18 minutes, 2 seconds
  
(See also [http://wiki.eveonline.com/en/wiki/Industrial_Ship eveonline wiki for Industrial ships])
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{{Sk|Industry|V|mult=yes}} 4 days, 21 hours, 4 minutes, 50 seconds
  
== Preparing for Training  ==
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{{Sk|Cloaking|IV|mult=yes}} 5 days, 4 hour, 11 minutes
  
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.
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{{Sk|Armor Layering|IV|mult=yes}} 2 days, 14 hours, 5 minutes, 30 seconds
  
=== Racial Characters  ===
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{{Sk|Hull Upgrades|IV|mult=yes}} 1 day, 9 hours, 6 minutes, 55 seconds
  
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.
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{{Sk|Explosive Armor Compensation|IV|mult=yes}} 1 day, 17 hours, 23 minutes, 39 seconds
  
=== Creating an Alt on an Existing Account  ===
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{{Sk|EM Armor Compensation|IV|mult=yes}} 1 day, 17 hours, 23 minutes, 39 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 Dual 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.
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{{Sk|Thermal Armor Compensation|IV|mult=yes}} 1 day, 17 hours, 23 minutes, 39 seconds
  
Dual Character Training, introduced in the June 2013 Odyssey expansion, allows a player to train two characters on the same account for one month for the cost of an additional PLEX.
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{{Sk|Kinetic Armor Compensation|IV|mult=yes}} 1 day, 17 hours, 23 minutes, 39 seconds
  
=== Neural Remaps  ===
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{{Sk|Armor Rigging|IV|mult=yes}} 2 days, 14 hours, 5 minutes, 30 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.
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{{Sk|Astronautics Rigging|IV|mult=yes}} 2 days, 14 hours, 5 minutes, 30 seconds
  
== Creating a Bestower Pilot  ==
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{{Sk|Mechanics|IV|mult=yes}} 20 hours, 41 minutes, 49 seconds
  
{{Infobox Ship Horizontal
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{{Sk|Capacitor Systems Operation|V|mult=yes}} 4 days, 21 hours, 4 minutes, 50 seconds
|shipimg=Bestower512.jpg
 
|caption=Bestower
 
|shipname=Bestower
 
|class=Industrial
 
|highs=2
 
|launchers=0
 
|turrets=1
 
|mediums=4
 
|lows=4
 
|cargohold=4800 m<sup>3</sup>
 
|dronebay=0 m<sup>3</sup>
 
|bandwidth=0 Mbit/sec
 
|roles=Hauling
 
|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.
 
}}
 
  
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 13,000 m<sup>3</sup> with a minimally trained set of skills. The Iteron V and every other T1 industrial can now be trained in the same amount of time because Racial Frigate III was removed as a prerequisite.
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{{Sk|Capacitor Management|V|mult=yes}} 14 days, 15 hours, 14 minutes, 30 seconds
  
=== Skill Books  ===
 
  
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:
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{{SkillQueue
 +
|name=Shield-tanked support skills
 +
|desc=Caldari/Minmatar
 +
|Shield Operation I
 +
Jury Rigging I
 +
Cloaking I
 +
Shield Operation II
 +
Shield Upgrades II
 +
Industry II
 +
Jury Rigging II
 +
Tactical Shield Manipulation II
 +
Cloaking II
 +
Shield Operation III
 +
Industry III
 +
Jury Rigging III
 +
Astronautics Rigging I
 +
Shield Rigging I
 +
Astronautics Rigging II
 +
Shield Rigging II
 +
Shield Upgrades III
 +
Shield Rigging III
 +
Astronautics Rigging III
 +
Tactical Shield Manipulation III
 +
Cloaking III
 +
Shield Operation IV
 +
Industry IV
 +
Mechanics IV
 +
Capacitor Systems Operation IV
 +
Shield Upgrades IV
 +
Capacitor Management IV
 +
Tactical Shield Manipulation IV
 +
Shield Rigging IV
 +
Astronautics Rigging IV
 +
Capacitor Management V
 +
Industry V
 +
Capacitor Systems Operation V}}
  
*Amarr Industrial (300,000)
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{{Sk|Jury Rigging|III|mult=yes}} 7 hours, 18 minutes, 2 seconds
*Hull Upgrades (60,000)
 
*Jury Rigging (60,000) (optional)
 
*Astronautics Rigging (20,000) (optional)
 
**Total: 360,000 (with optional: 440,000) ISK
 
  
=== Training Plan for Bestower  ===
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{{Sk|Industry|V|mult=yes}} 4 days, 21 hours, 4 minutes, 50 seconds
  
Following Odyssey, it now takes less than 2 hours to train a Bestower pilot to level 1 with expanded cargohold IIs.
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{{Sk|Cloaking|IV|mult=yes}} 5 days, 4 hour, 11 minutes
  
#(Optional) Remap Int/Mem
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{{Sk|Shield Operation|IV|mult=yes}} 20 hours, 41 minutes, 49 seconds
#Hull Upgrades I (13m with remap)
 
#Hull Upgrades II (1h 2m)
 
#(Optional) Remap Per/Will
 
#Amarr Industrial I (26m)
 
  
When it is done, you will be able to pilot a Bestower that can fit Expanded Cargohold IIs for 13000m3 of cargo space.
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{{Sk|Shield Upgrades|IV|mult=yes}} 1 day, 17 hours, 23 minutes, 39 seconds
  
=== Training Plan for Rigged Bestower ===
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{{Sk|Hull Upgrades|IV|mult=yes}} 1 day, 9 hours, 6 minutes, 55 seconds
Without a remap, you should be able to pilot a rigged Bestower around 22 hours 24 minutes. With remaps, it is around 17 hours 55 minutes.
 
  
#(Optional) Remap Int/Mem
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{{Sk|Explosive Shield Compensation|IV|mult=yes}} 1 day, 17 hours, 23 minutes, 39 seconds
#Hull Upgrades I (13m with remap)
 
#Hull Upgrades II (1h 2m)
 
#Mechanics III (2h 55m)
 
#Jury Rigging I (13m)
 
#Jury Rigging II (1h 2m)
 
#Jury Rigging III (5h 51m)
 
#Astronautics Rigging I (20m)
 
#(Optional) Remap Per/Will
 
#Amarr Industrial I (26m)
 
  
When this is done, you will be able to pilot a Bestower that can fit Expanded Cargohold IIs and Cargohold Optimisation rigs for 20000m3 of cargo space. With another 2 hours of training you could reach Amarr Industrial II and be able to carry 7 Giant Secure Containers which would allow you to haul an entire Jetcan.
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{{Sk|EM Shield Compensation|IV|mult=yes}} 1 day, 17 hours, 23 minutes, 39 seconds
  
== Creating a Mammoth Pilot  ==
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{{Sk|Thermal Shield Compensation|IV|mult=yes}} 1 day, 17 hours, 23 minutes, 39 seconds
  
{{Infobox Ship Horizontal
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{{Sk|Kinetic Shield Compensation|IV|mult=yes}} 1 day, 17 hours, 23 minutes, 39 seconds
|shipimg=Mammoth.jpg
 
|caption=Mammoth
 
|shipname=Mammoth
 
|class=Industrial
 
|highs=2
 
|launchers=0
 
|turrets=1
 
|mediums=5
 
|lows=4
 
|cargohold=5625 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.
 
}}
 
  
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 [[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 full jetcan, you can easily exceed that with GSCs. However for the same amount of training time, a Gallente Industrial I Iteron V can now be trained and can carry 32,284 m<sup>3</sup>.
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{{Sk|Shield Rigging|IV|mult=yes}} 2 days, 14 hours, 5 minutes, 30 seconds
  
=== Skill Books  ===
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{{Sk|Astronautics Rigging|IV|mult=yes}} 2 days, 14 hours, 5 minutes, 30 seconds
  
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:
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{{Sk|Tactical Shield Manipulation|IV|mult=yes}} 2 days, 10 hours, 47 minutes, 19 seconds
  
*Minmatar Industrial (300,000)
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{{Sk|Mechanics|IV|mult=yes}} 20 hours, 41 minutes, 49 seconds
*Hull Upgrades (60,000)
 
*Jury Rigging (60,000) (optional)
 
*Astronautics Rigging (20,000) (optional)
 
**Total: 360,000 (with optional: 440,000) ISK
 
  
=== Training Plan for Mammoth  ===
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{{Sk|Capacitor Systems Operation|V|mult=yes}} 4 days, 21 hours, 4 minutes, 50 seconds
  
Without a remap, you should be able to pilot a Mammoth around 3 days 15 hours 58 minutes. If you use a remap, around 2 days 17 hours 34 minutes.
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{{Sk|Capacitor Management|V|mult=yes}} 14 days, 15 hours, 14 minutes, 30 seconds
  
#Hull Upgrades I (13m)
 
#Hull Upgrades II (1h 2m)
 
#(Optional) Remap Here
 
#Minmatar Industrial I (26m)
 
#Minmatar Industrial II (2h 4m)
 
#Minmatar Industrial III (11h 42m)
 
#Minmatar Industrial IV (2d 18h)
 
  
When it is done, you will be able to pilot a Mammoth that can fit Expanded Cargohold IIs.
 
  
== Creating an Iteron Mark V Pilot  ==
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{{SkillQueue
 +
|name=Jump Freighter support skills
 +
|desc=Only add this skill if you're planning to train Jump Freighters
 +
|Science V}}
  
{{Infobox Ship Horizontal
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{{Sk|Science|V|mult=yes}} 4 days, 21 hours, 4 minutes, 50 seconds
|shipimg=Iteron Mark V.jpg
 
|caption=Iteron Mark V
 
|shipname=Iteron Mark V
 
|class=Industrial
 
|highs=2
 
|launchers=0
 
|turrets=1
 
|mediums=5
 
|lows=5
 
|cargohold=6000 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.
 
}}
 
  
As you can see in the Hauler table [[Iteron Mark V]] has the largest cargohold of all industrials. 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. However, if you are into piloting the biggest, most spacious T1 industrial ship and don't mind the longer training queue, Gallente Industrial V Iteron V is the ship for you. Otherwise there is no need to train beyond  Gallente Industrial III while working towards a freighter.
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==Navigation==
 +
Second remap: '''Remapping (active) : i27 p21 c17 w17 m17'''
  
=== Skill Books  ===
+
{{SkillQueue
 +
|name=Navigation skills - Transport Ships/Freighter
 +
|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}}
  
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|Acceleration Control|IV|mult=yes}} 3 days, 10 hours, 47 minutes, 19 seconds
  
*Gallente Industrial (300,000)
+
{{Sk|Navigation|IV|mult=yes}} 20 hours, 41 minutes, 49 seconds
*Hull Upgrades (60,000)
 
*Cybernetics (75,000) (optional)
 
*Jury Rigging (60,000) (optional)
 
*Astronautics Rigging (20,000) (optional)
 
**Total: 360,000 (including optional: 515,000) ISK
 
  
=== 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. For hauler alt, you will most likely only plugging in one Perception and Willpower implant as other types of implants only has minimal effect on the training queue. 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
  
{| cellspacing="1" cellpadding="3" border="0" style="width: 592px; height: 170px;"
 
|-
 
! 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" | Training Queue Time (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" | ~1d 17h 58m (~20h) <br>
 
| height="27" bgcolor="#333333" align="center" | ~19d 18h 27m (14d 8h 32m)<br>
 
| height="27" bgcolor="#333333" align="center" | ~575k<br>
 
|-
 
| height="27" bgcolor="#333333" align="center" | +2<br>
 
| height="27" bgcolor="#333333" align="center" | ~3d 5h 29m (~1d 14h) <br>
 
| height="27" bgcolor="#333333" align="center" | ~18d 6h 56m (13d 14h 26m)<br>
 
| height="27" bgcolor="#333333" align="center" | ~8m <br>
 
|-
 
| height="27" bgcolor="#333333" align="center" | +3<br>
 
| height="27" bgcolor="#333333" align="center" | ~4d 11h 55m (~2d 6h) <br>
 
| height="27" bgcolor="#333333" align="center" | ~17d 30m (12d 22h 14m)<br>
 
| height="27" bgcolor="#333333" align="center" | ~20m <br>
 
|}
 
  
<br>
+
{{SkillQueue
 +
|name=Navigation skills - Jump Freighter
 +
|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
  
Without a remap or implants, you should be able to pilot a Gallente Industrial V level, Iteron Mark V around 21 days 12 hours 26 minutes. If you use a remap with no implants, around 15 days 4 hours 54 minutes. However, if you were to train to Racial Freighter I instead, it would require just over 36 days without a remap.
+
{{Sk|High Speed Maneuvering|IV|mult=yes}} 4 days, 7 hours, 29 minutes, 10 seconds
  
#Cybernetics I (optional, but only 25 min)
+
{{Sk|Warp Drive Operation|V|mult=yes}} 4 days, 21 hours, 4 minutes, 50 seconds
#*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 (16m)
 
#Hull Upgrades II (1h 17m)
 
#Gallente Industrial I (33m)
 
#Gallente Industrial II (2h 35m)
 
#Gallente Industrial III (14h 36m)
 
#Gallente Industrial IV (3d 10h)
 
#Gallente Industrial V (19d 12h)
 
  
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
  
{{Infobox Ship Horizontal
+
{{Sk|Jump Fuel Conservation|IV|mult=yes}} 6 days, 21 hours, 34 minutes, 38 seconds
|shipimg=Obelisk.jpg
 
|caption=Obelisk
 
|shipname=Obelisk
 
|class=Freighter
 
|highs=0
 
|launchers=0
 
|turrets=0
 
|mediums=0
 
|lows=0
 
|cargohold=750000 m<sup>3</sup>
 
|dronebay=0 m<sup>3</sup>
 
|bandwidth=0 Mbit/sec
 
|roles=Hauling
 
|variations=Anshar
 
|bonuses='''Gallente Freighter Skill Bonus: '''<br>5% Bonus Cargo Capacity and Max Velocity per skill level
 
|info=The Obelisk was designed by the Federation in response to the Caldari State's Charon freighter. Possessing similar characteristics but placing a greater emphasis on resilience, this massive juggernaut represents the latest, and arguably finest, step in Gallente transport technology.
 
}}
 
  
 +
{{Sk|Jump Drive Calibration|V|mult=yes}} 43 days, 21 hours, 43 minutes, 32 seconds
  
=== 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, following the Odyssey expansion, you must now train to Advanced Spaceship Command V instead of Racial Industrial V. Do note that a freighter is very expensive (1.2 billion+) 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:
+
{{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}}
  
*Advanced Spaceship Command (50,000,000)
+
{{Sk|Amarr Hauler|V|mult=yes}} 19 days, 12 hours, 19 minutes, 20 seconds
*Gallente Freighter (75,000,000)
 
**Total: 125,000,000 ISK
 
  
#Spaceship Command IV (20h 41m)
+
{{Sk|Transport Ships|V|mult=yes}} 29 days, 6 hours, 29 minutes
#Spaceship Command V (4d 21h)
 
#Advanced Spaceship Command I (41m)
 
#Advanced Spaceship Command II (3h 14m)
 
#Advanced Spaceship Command III (18h 17m)
 
#Advanced Spaceship Command IV (4d 7h)
 
#Advanced Spaceship Command V (24d 9h)
 
#Gallente Freighter I (1h 23m)
 
  
When it is done, you will be able to pilot an Obelisk.
 
  
== Creating a Badger Mark II Pilot  ==
+
{{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}}
  
{{Infobox Ship Horizontal
+
{{Sk|Gallente Hauler|V|mult=yes}} 19 days, 12 hours, 19 minutes, 20 seconds
|shipimg=Badger Mark II.jpg
 
|caption=Badger Mark II
 
|shipname=Badger Mark II
 
|class=Industrial
 
|highs=2
 
|launchers=0
 
|turrets=1
 
|mediums=6
 
|lows=3
 
|cargohold=5250 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 Badger Mark II 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 Mark II has stronger defenses and more high-tech equipment, making it one of the best freight carriers available.
 
}}
 
  
The [[Badger Mark II]] is somewhat overlooked out of all of the racial haulers. Mainly because it requires more training and has a smaller cargo capacity than a Bestower and Iteron V. After the Odyssey expansion, it is now possible to fly a Badger Mark II with only Caldari Industrial I.
+
{{Sk|Transport Ships|V|mult=yes}} 29 days, 6 hours, 29 minutes
  
=== Skill Books  ===
 
  
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:
+
{{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}}
  
*Caldari Industrial (300,000)
+
{{Sk|Minmatar Hauler|V|mult=yes}} 19 days, 12 hours, 19 minutes, 20 seconds
*Hull Upgrades (60,000)
 
*Jury Rigging (60,000) (optional)
 
*Astronautics Rigging (20,000) (optional)
 
**Total: 360,000 (optional: 440,000) ISK
 
  
=== Training Plan for Badger Mark II  ===
+
{{Sk|Transport Ships|V|mult=yes}} 29 days, 6 hours, 29 minutes
  
With remap, you should be able to pilot a Badger Mark II around 14 hours, even with no implants.
 
  
#(Optional) Remap Here
+
{{SkillQueue
#Hull Upgrades I (13m with remap)
+
|name=Caldari Transport Skills
#Hull Upgrades II (1h 2m)
+
|desc=Caldari DST/Blockade Runner
#(Optional) Remap Here
+
|Caldari Hauler I
#Caldari Industrial I (13m)
+
Caldari Hauler II
#Caldari Industrial II (2h 4m)
+
Caldari Hauler III
#Caldari Industrial III (11h 42m)
+
Caldari Hauler IV
 +
Caldari Hauler V
 +
Transport Ships I
 +
Transport Ships II
 +
Transport Ships III
 +
Transport Ships IV
 +
Transport Ships V}}
  
When it is done, you will be able to pilot a Badger Mark II that can fit Expanded Cargohold IIs.
+
{{Sk|Caldari Hauler|V|mult=yes}} 19 days, 12 hours, 19 minutes, 20 seconds
  
== Optional Training: Rigging  ==
+
{{Sk|Transport Ships|V|mult=yes}} 29 days, 6 hours, 29 minutes
  
You can increase the carrying capacity of your hauler significantly by fitting it with three Medium Cargohold Optimization I rigs.
 
  
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:
+
{{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}}
  
*Mechanic III
+
{{Sk|Spaceship Command|V|mult=yes}} 4 days, 21 hours, 49 seconds
*Jury Rigging III
 
*Astronautics Rigging I
 
  
== Fitting Haulers  ==
+
{{Sk|Advanced Spaceship Command|V|mult=yes}} 24 days, 9 hours, 24 minutes, 9 seconds
  
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.
+
{{Sk|Caldari Freighter|IV|mult=yes}} 8 days, 14 hours, 58 minutes, 17 seconds
  
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.
 
  
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.
+
{{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}}
  
== Optimize with Giant Secure Containers  ==
+
{{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
 +
 
 +
 
 +
{{SkillQueue
 +
|name=Jump Freighter Skills
 +
|desc=Valid for all empire factions
 +
|Jump Freighters I
 +
Jump Freighters II
 +
Jump Freighters III
 +
Jump Freighters IV}}
 +
 
 +
{{Sk|Jump Freighters|IV|mult=yes}} 12 days, 1 hour, 45 minutes, 36 seconds
 +
 
 +
== 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.
 +
 
 +
===Deep Space Transports===
 +
These are fits that give you good tank somewhere between 70k-100k EHP.
 +
 
 +
{{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
 +
}}
  
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.  
+
{{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
 +
}}
  
With rigs and cargo expanders, that brings a Bestower total close to 25,400 m<sup>3</sup>, Mammoth up to 35,100 m<sup>3</sup>, and the Iteron Mark V with 12 GSCs up to a whopping 49,233m<sup>3</sup>.
+
===Freighters===
  
'''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.  
+
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&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.  
+
{{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
 +
}}
  
== 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 [[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.  
  
=== Credits  ===
+
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  ==
 
*[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 ==
 +
* [[Using external tools to haul profitably]]
 +
* [[Making Money with Hauling - Level 4 Cargo Missions]]
 +
 +
== 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:Guides]]
 +
[[Category:Getting Started]]
 
[[Category:Hauling]]
 
[[Category:Hauling]]
[[Category:Guides]]
+
[[Category:Trade]]
[[Category:Trading]]
+
[[Category:Accounts]]
 +
[[Category:Fittings]]

Latest revision as of 11:17, 12 May 2024

Main article: Alternate characters

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.

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 Omega.png Omega clone and this guide assumes that your hauler alt is either on its own Omega account or that you are using Multiple Character Training.

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.

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 Hall of Residence without much concern for things like 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.

When hauling with a Jump Freighter, it becomes almost entirely necessary to have an alt that can haul while another alt lights an industrial cyno at a waypoint to allow the Jump Freighter to get where it's going.

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.

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 specialized hauler. For example, at Gallente Hauler V the Miasmos can hold 63,000m3 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, such as from Stacmon to Jita, puts your cargo at an unnecessary risk. Moving short distances in a T1 hauler in hisec is generally safe, but beyond that T2 haulers are necessary to prevent the loss of all your cargo.

If you are a member of EVE University and cannot train into T2 hauling ships because you are an Alpha.png Alpha clone, consider using the University Hauling Service to move your stuff around safely for free and the University Buyback Program to sell goods for profit.

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.

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 Mechanics III and Hull Upgrades III. Regardless of which faction you start with, you can train into any hauling ship. The CaldariCharon is generally considered the best freighter because of its carrying capacity, but the GallenteObelisk offers the highest EHP and the MinmatarFenrir is the fastest. The AmarrProvidence comes in second for agility and tank which means that it might be considered a balanced option. For Deep Space Transports, the GallenteOccator is the fastest at aligning while the AmarrImpel can fit a solid amount of tank thanks to its generous number of low slots. The MinmatarMastodon is a good choice for those looking for a balanced choice between align time and tank.

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.

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 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 Jump Freighters you will need to train one of the four main empire faction freighters.

All characters start with Cybernetics I which allows the use of +3 training implants and this guide assumes you are using them, but you may wish to train 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.

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:

  • Support skills: Intelligence-Memory
  • Navigation skills: Intelligence-Perception
  • Ship skills: Willpower-Perception

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 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.

Support skills

First remap: Remapping (active) : i27 p17 c17 w17 m21

Armor-tanked support skills

Gallente/Amarr
Expand this box to view a Skill queue to use in-game

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


Jury Rigging III (2x) 7 hours, 18 minutes, 2 seconds

Industry V (1x) 4 days, 21 hours, 4 minutes, 50 seconds

Cloaking IV (6x) 5 days, 4 hour, 11 minutes

Armor Layering IV (3x) 2 days, 14 hours, 5 minutes, 30 seconds

Hull Upgrades IV (2x) 1 day, 9 hours, 6 minutes, 55 seconds

Explosive Armor Compensation IV (2x) 1 day, 17 hours, 23 minutes, 39 seconds

EM Armor Compensation IV (2x) 1 day, 17 hours, 23 minutes, 39 seconds

Thermal Armor Compensation IV (2x) 1 day, 17 hours, 23 minutes, 39 seconds

Kinetic Armor Compensation IV (2x) 1 day, 17 hours, 23 minutes, 39 seconds

Armor Rigging IV (3x) 2 days, 14 hours, 5 minutes, 30 seconds

Astronautics Rigging IV (3x) 2 days, 14 hours, 5 minutes, 30 seconds

Mechanics IV (1x) 20 hours, 41 minutes, 49 seconds

Capacitor Systems Operation V (1x) 4 days, 21 hours, 4 minutes, 50 seconds

Capacitor Management V (3x) 14 days, 15 hours, 14 minutes, 30 seconds


Shield-tanked support skills

Caldari/Minmatar
Expand this box to view a Skill queue to use in-game

Shield Operation I
Jury Rigging I
Cloaking I
Shield Operation II
Shield Upgrades II
Industry II
Jury Rigging II
Tactical Shield Manipulation II
Cloaking II
Shield Operation III
Industry III
Jury Rigging III
Astronautics Rigging I
Shield Rigging I
Astronautics Rigging II
Shield Rigging II
Shield Upgrades III
Shield Rigging III
Astronautics Rigging III
Tactical Shield Manipulation III
Cloaking III
Shield Operation IV
Industry IV
Mechanics IV
Capacitor Systems Operation IV
Shield Upgrades IV
Capacitor Management IV
Tactical Shield Manipulation IV
Shield Rigging IV
Astronautics Rigging IV
Capacitor Management V
Industry V
Capacitor Systems Operation V


Jury Rigging III (2x) 7 hours, 18 minutes, 2 seconds

Industry V (1x) 4 days, 21 hours, 4 minutes, 50 seconds

Cloaking IV (6x) 5 days, 4 hour, 11 minutes

Shield Operation IV (1x) 20 hours, 41 minutes, 49 seconds

Shield Upgrades IV (2x) 1 day, 17 hours, 23 minutes, 39 seconds

Hull Upgrades IV (2x) 1 day, 9 hours, 6 minutes, 55 seconds

Explosive Shield Compensation IV (2x) 1 day, 17 hours, 23 minutes, 39 seconds

EM Shield Compensation IV (2x) 1 day, 17 hours, 23 minutes, 39 seconds

Thermal Shield Compensation IV (2x) 1 day, 17 hours, 23 minutes, 39 seconds

Kinetic Shield Compensation IV (2x) 1 day, 17 hours, 23 minutes, 39 seconds

Shield Rigging IV (3x) 2 days, 14 hours, 5 minutes, 30 seconds

Astronautics Rigging IV (3x) 2 days, 14 hours, 5 minutes, 30 seconds

Tactical Shield Manipulation IV (4x) 2 days, 10 hours, 47 minutes, 19 seconds

Mechanics IV (1x) 20 hours, 41 minutes, 49 seconds

Capacitor Systems Operation V (1x) 4 days, 21 hours, 4 minutes, 50 seconds

Capacitor Management V (3x) 14 days, 15 hours, 14 minutes, 30 seconds


Jump Freighter support skills

Only add this skill if you're planning to train Jump Freighters
Expand this box to view a Skill queue to use in-game

Science V


Science V (1x) 4 days, 21 hours, 4 minutes, 50 seconds

Navigation

Second remap: Remapping (active) : i27 p21 c17 w17 m17

Navigation skills - Transport Ships/Freighter

Valid for all empire factions
Expand this box to view a Skill queue to use in-game

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


Acceleration Control IV (4x) 3 days, 10 hours, 47 minutes, 19 seconds

Navigation IV (1x) 20 hours, 41 minutes, 49 seconds

High Speed Maneuvering IV (5x) 4 days, 7 hours, 29 minutes, 10 seconds

Warp Drive Operation V (1x) 4 days, 21 hours, 4 minutes, 50 seconds

Micro Jump Drive Operation I (5x) 33 minutes, 20 seconds


Navigation skills - Jump Freighter

Only use this if you are planning to train into jump freighter
Expand this box to view a Skill queue to use in-game

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


Acceleration Control IV (4x) 3 days, 10 hours, 47 minutes, 19 seconds

Navigation V (1x) 4 days, 21 hours, 4 minutes, 50 seconds

High Speed Maneuvering IV (5x) 4 days, 7 hours, 29 minutes, 10 seconds

Warp Drive Operation V (1x) 4 days, 21 hours, 4 minutes, 50 seconds

Micro Jump Drive Operation I (5x) 33 minutes, 20 seconds

Jump Drive Operation V (5x) 24 days, 9 hours, 24 minutes, 9 seconds

Jump Fuel Conservation IV (8x) 6 days, 21 hours, 34 minutes, 38 seconds

Jump Drive Calibration V (9x) 43 days, 21 hours, 43 minutes, 32 seconds

Ship skills

Third remap: Remapping (active) : i17 p27 c17 w21 m17

Amarr Transport Skills

Amarr DST/Blockade Runner
Expand this box to view a Skill queue to use in-game

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


Amarr Hauler V (4x) 19 days, 12 hours, 19 minutes, 20 seconds

Transport Ships V (6x) 29 days, 6 hours, 29 minutes


Gallente Transport Skills

Gallente DST/Blockade Runner
Expand this box to view a Skill queue to use in-game

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


Gallente Hauler V (4x) 19 days, 12 hours, 19 minutes, 20 seconds

Transport Ships V (6x) 29 days, 6 hours, 29 minutes


Minmatar Transport Skills

Minmatar DST/Blockade Runner
Expand this box to view a Skill queue to use in-game

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


Minmatar Hauler V (4x) 19 days, 12 hours, 19 minutes, 20 seconds

Transport Ships V (6x) 29 days, 6 hours, 29 minutes


Caldari Transport Skills

Caldari DST/Blockade Runner
Expand this box to view a Skill queue to use in-game

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


Caldari Hauler V (4x) 19 days, 12 hours, 19 minutes, 20 seconds

Transport Ships V (6x) 29 days, 6 hours, 29 minutes


Caldari Freighter Skills

Charon
Expand this box to view a Skill queue to use in-game

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


Spaceship Command V (1x) 4 days, 21 hours, 49 seconds

Advanced Spaceship Command V (5x) 24 days, 9 hours, 24 minutes, 9 seconds

Caldari Freighter IV (10x) 8 days, 14 hours, 58 minutes, 17 seconds


Gallente Freighter Skills

Obelisk
Expand this box to view a Skill queue to use in-game

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


Spaceship Command V (1x) 4 days, 21 hours, 49 seconds

Advanced Spaceship Command V (5x) 24 days, 9 hours, 24 minutes, 9 seconds

Gallente Freighter IV (10x) 8 days, 14 hours, 58 minutes, 17 seconds


Amarr Freighter Skills

Providence
Expand this box to view a Skill queue to use in-game

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


Spaceship Command V (1x) 4 days, 21 hours, 49 seconds

Advanced Spaceship Command V (5x) 24 days, 9 hours, 24 minutes, 9 seconds

Amarr Freighter IV (10x) 8 days, 14 hours, 58 minutes, 17 seconds


Minmatar Freighter Skills

Fenrir
Expand this box to view a Skill queue to use in-game

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


Spaceship Command V (1x) 4 days, 21 hours, 49 seconds

Advanced Spaceship Command V (5x) 24 days, 9 hours, 24 minutes, 9 seconds

Minmatar Freighter IV (10x) 8 days, 14 hours, 58 minutes, 17 seconds


ORE Freighter Skills

Bowhead
Expand this box to view a Skill queue to use in-game

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


Spaceship Command V (1x) 4 days, 21 hours, 49 seconds

Advanced Spaceship Command V (5x) 24 days, 9 hours, 24 minutes, 9 seconds

ORE Freighter IV (9x) 7 days, 18 hours, 16 minutes, 28 seconds


Jump Freighter Skills

Valid for all empire factions
Expand this box to view a Skill queue to use in-game

Jump Freighters I
Jump Freighters II
Jump Freighters III
Jump Freighters IV


Jump Freighters IV (14x) 12 days, 1 hour, 45 minutes, 36 seconds

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.

Deep Space Transports

These are fits that give you good tank somewhere between 70k-100k EHP.


Occator: EUNI Wiki Example Fit
EFT
[Occator, EUNI Wiki Example Fit]
Compact Interdiction Nullifier
Improved Cloaking Device II

50MN Y-T8 Compact Microwarpdrive
10MN Y-S8 Compact Afterburner
Large Shield Extender II

Damage Control II
Inertial Stabilizers II
Federation Navy Explosive Coating
Federation Navy Explosive Coating
Federation Navy 400mm Steel Plates
Federation Navy Multispectrum Coating

Medium Trimark Armor Pump II
Medium Trimark Armor Pump II



Core Probe Launcher I
Core Scanner Probe I x16
Expanded Cargohold II
Mobile Depot

Fitting template high slot label.png
icon?size=64&.png
icon?size=64&.png
Fitting template mid slots label.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
Fitting template low slots label.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
Fitting template subsystem slots label.png
Fitting template drone slots label.png
Fitting template drone slots label.png
Fitting template charge slots label.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
Fitting template rig slots label.png
icon?size=64&.png
icon?size=64&.png
FITTING DIFFICULTY
EVE VERSION
2023.31.12
ALPHA CAN USE
UNSET
EFT
SKILLS
NOTES
RECOMMENDED SKILLS
NOTES
  • Mobile depot, probes, and launcher are in case of getting lost in a wormhole.
Bustard: EUNI Wiki Example Fit
EFT
[Bustard, EUNI Wiki Example Fit]
Compact Interdiction Nullifier
Improved Cloaking Device II

50MN Y-T8 Compact Microwarpdrive
10MN Y-S8 Compact Afterburner
Multispectrum Shield Hardener II
EM Shield Amplifier II
EM Shield Amplifier II
Republic Fleet Large Shield Extender

Reactor Control Unit II
Damage Control II
Inertial Stabilizers II

Medium Ancillary Current Router I
Medium Core Defense Field Extender II



Core Probe Launcher I
Core Scanner Probe I x16
Expanded Cargohold II x3
Mobile Depot

Fitting template high slot label.png
icon?size=64&.png
icon?size=64&.png
Fitting template mid slots label.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
Fitting template low slots label.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
Fitting template subsystem slots label.png
Fitting template drone slots label.png
Fitting template drone slots label.png
Fitting template charge slots label.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
Fitting template rig slots label.png
icon?size=64&.png
icon?size=64&.png
FITTING DIFFICULTY
EVE VERSION
2023.31.12
ALPHA CAN USE
UNSET
EFT
SKILLS
NOTES
RECOMMENDED SKILLS
NOTES
  • Mobile depot, probes, and launcher are in case of getting lost in a wormhole.


Impel: EUNI Wiki Example Fit
EFT
[Impel, EUNI Wiki Example Fit]
Compact Interdiction Nullifier
Improved Cloaking Device II

50MN Y-T8 Compact Microwarpdrive
10MN Y-S8 Compact Afterburner

Damage Control II
Inertial Stabilizers II
Thermal Coating II
Thermal Coating II
EM Coating II
Reactive Armor Hardener

Medium Trimark Armor Pump II
Medium Trimark Armor Pump II



Core Probe Launcher I
Core Scanner Probe I x16
Expanded Cargohold II
Mobile Depot

Fitting template high slot label.png
icon?size=64&.png
icon?size=64&.png
Fitting template mid slots label.png
icon?size=64&.png
icon?size=64&.png
Fitting template low slots label.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
Fitting template subsystem slots label.png
Fitting template drone slots label.png
Fitting template drone slots label.png
Fitting template charge slots label.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
Fitting template rig slots label.png
icon?size=64&.png
icon?size=64&.png
FITTING DIFFICULTY
EVE VERSION
2023.31.12
ALPHA CAN USE
UNSET
EFT
SKILLS
NOTES
RECOMMENDED SKILLS
NOTES
  • Mobile depot, probes, and launcher are in case of getting lost in a wormhole.
Mastodon: EUNI Wiki Example Fit
EFT
[Mastodon, EUNI Wiki Example Fit]
Compact Interdiction Nullifier
Improved Cloaking Device II

50MN Y-T8 Compact Microwarpdrive
Caldari Navy Large Shield Extender
Caldari Navy Large Shield Extender
Multispectrum Shield Hardener II
Kinetic Shield Amplifier II

Reactor Control Unit II
Damage Control II
Inertial Stabilizers II
Mark I Compact Reactor Control Unit

Medium Core Defense Field Extender II
Medium Core Defense Field Extender II



Core Probe Launcher I
Core Scanner Probe I x16
Expanded Cargohold II x3
Mobile Depot

Fitting template high slot label.png
icon?size=64&.png
icon?size=64&.png
Fitting template mid slots label.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
Fitting template low slots label.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
Fitting template subsystem slots label.png
Fitting template drone slots label.png
Fitting template drone slots label.png
Fitting template charge slots label.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
Fitting template rig slots label.png
icon?size=64&.png
icon?size=64&.png
FITTING DIFFICULTY
EVE VERSION
2023.31.12
ALPHA CAN USE
UNSET
EFT
SKILLS
NOTES
RECOMMENDED SKILLS
NOTES
  • Mobile depot, probes, and launcher are in case of getting lost in a wormhole.


Freighters

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.


Obelisk: EUNI Wiki Example Fit
EFT
[Obelisk, EUNI Wiki Example Fit]


Reinforced Bulkheads II
Reinforced Bulkheads II
Reinforced Bulkheads II



Expanded Cargohold II x3

Fitting template high slot label.png
Fitting template mid slots label.png
Fitting template low slots label.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
Fitting template subsystem slots label.png
Fitting template drone slots label.png
Fitting template drone slots label.png
Fitting template charge slots label.png
icon?size=64&.png
Fitting template rig slots label.png
FITTING DIFFICULTY
EVE VERSION
2023.31.12
ALPHA CAN USE
UNSET
EFT
SKILLS
NOTES
RECOMMENDED SKILLS
NOTES


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.

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.

Earning ISK via hauling

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: Hauler's Channel. Just be mindful that people will sometimes try to use courier contracts to scam you.

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

  • Raddick Tseng for suggesting this, and giving some interesting statistics.

See also

References