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Manufacturing: Difference between revisions

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m Remove unneeded namespace in template call. Update external link. Put formulas into <math>. standardize T2, Tech II and Tech 2 into Tech 2, same for Tech 1 and Tech 3. Change unneeded piped link.
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{{Template:Industry_Links}}
{{Industry Links}}
 
In the EVE universe, the vast majority of items are manufactured by player characters and traded in a relatively free way in the marketplace. Students of economics will note that these markets are neither perfect nor efficient in the technical senses; volumes of many items are low enough that the market can be (and is) manipulated, and supply of materials and modules is partly provided by loot drops in missions, which can be adjusted without warning by the game developers. Similarly, the developers may adjust the requirements for a manufacturing process, or increase the availability of ore, or otherwise mess in the sandbox.
In the EVE universe, the vast majority of items are manufactured by player characters and traded in a relatively free way in the marketplace. Students of economics will note that these markets are neither perfect nor efficient in the technical senses; volumes of many items are low enough that the market can be (and is) manipulated, and supply of materials and modules is partly provided by loot drops in missions, which can be adjusted without warning by the game developers. Similarly, the developers may adjust the requirements for a manufacturing process, or increase the availability of ore, or otherwise mess in the sandbox.


Nonetheless, manufacturing and selling items can provide interest and ISK profit for the careful and canny player. The player must be aware, however, that there are plenty of items which actually destroy value - that is, there are a great number of T1 items, modules especially, that are worth '''less''' than the cost of manufacture. There are many more items which can be sold at a profit, but only in a limited volume in certain markets. Manufacture in these cases may simply be an alternative to hauling stuff between markets.
Nonetheless, manufacturing and selling items can provide interest and ISK profit for the careful and canny player. The player must be aware, however, that there are plenty of items which actually destroy value - that is, there are a great number of Tech 1 items, modules especially, that are worth '''less''' than the cost of manufacture. There are many more items which can be sold at a profit, but only in a limited volume in certain markets. Manufacture in these cases may simply be an alternative to hauling stuff between markets.
 
==Skills==


== Skills ==
The following skills are useful or required for all production that can be done.
The following skills are useful or required for all production that can be done.


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* {{sk|Supply Chain Management|mult=yes}} - Allows starting jobs remotely. +5 jumps per level. <br>Without training this skill, you can start jobs anywhere in the current system. Each level in this skill gives you the ability to start manufacturing jobs an extra 5 jumps away, to the maximum of 25 jumps at level V (this may include other regions).<br>This skill is more of a convenience skill than a must-have for a budding industrialist - allowing you to manage your production lines for a distance. If you invest in this skill, training to level III or maybe level IV would offer the most return on time investment. Note that you still have to haul the materials and blueprint to the relevant station.
* {{sk|Supply Chain Management|mult=yes}} - Allows starting jobs remotely. +5 jumps per level. <br>Without training this skill, you can start jobs anywhere in the current system. Each level in this skill gives you the ability to start manufacturing jobs an extra 5 jumps away, to the maximum of 25 jumps at level V (this may include other regions).<br>This skill is more of a convenience skill than a must-have for a budding industrialist - allowing you to manage your production lines for a distance. If you invest in this skill, training to level III or maybe level IV would offer the most return on time investment. Note that you still have to haul the materials and blueprint to the relevant station.


==Basics of production==
== Basics of production ==
 
Production of Tech 1 items - ships, modules, ammunition, rigs or even components - is the simplest of manufacturing tasks, within reach of even the newest player to EVE. Although whether they will actually be able to make a profit is another question entirely. Very few skills are needed for Tech 1 production, and the materials are often fairly easily acquired.  
Production of Tech 1 items - ships, modules, ammunition, rigs or even components - is the simplest of manufacturing tasks, within reach of even the newest player to EVE. Although whether they will actually be able to make a profit is another question entirely. Very few skills are needed for T1 production, and the materials are often fairly easily acquired.  


All T1 manufacturing jobs require a blueprint. These come in two forms: originals (BPOs) with infinite runs and copies (BPCs) that can only be run a limited number of times. For most blueprints, a single run of a blueprint will produce a single item, but there are some exceptions - most obviously ammunition, which produces 100 units per run.
All Tech 1 manufacturing jobs require a blueprint. These come in two forms: originals (BPOs) with infinite runs and copies (BPCs) that can only be run a limited number of times. For most blueprints, a single run of a blueprint will produce a single item, but there are some exceptions - most obviously ammunition, which produces 100 units per run.


Many manufacturers use BPCs, copied from a BPO, to manufacture from, for a variety of reasons, including security and the ability to run multiple production lines. For more details, see [[Research#Why should I copy my BPOs?|Why should I copy my BPOs?]]
Many manufacturers use BPCs, copied from a BPO, to manufacture from, for a variety of reasons, including security and the ability to run multiple production lines. For more details, see [[Research#Why should I copy my BPOs?|Why should I copy my BPOs?]]
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==== Selecting the item to produce ====
==== Selecting the item to produce ====
T1 BPOs are seeded by various NPC traders, with costs varying from 100,000 to 75 billion ISK. This can be a significant cost, especially to new players. Also significant is the amount of research time that may be spent on the blueprint. Selecting a good one versus a bad one is important!
Tech 1 BPOs are seeded by various NPC traders, with costs varying from 100,000 to 75 billion ISK. This can be a significant cost, especially to new players. Also significant is the amount of research time that may be spent on the blueprint. Selecting a good one versus a bad one is important!


A good item will have these characteristics:
A good item will have these characteristics:
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=== Job installation fee ===
=== Job installation fee ===
Raw materials are not the only cost of production. The act of installing the manufacturing job costs too. The job installation fee is a factor which cannot be ignored in choosing where to base your manufacturing operation is the installation cost of industry jobs. This cost is dynamic, so if a large number of other manufacturers join you in the system, it may save you money to move elsewhere (weighed against the cost in time and effort of moving all your materials to a new system).
Raw materials are not the only cost of production. The act of installing the manufacturing job costs too. The job installation fee is a factor which cannot be ignored in choosing where to base your manufacturing operation is the installation cost of industry jobs. This cost is dynamic, so if a large number of other manufacturers join you in the system, it may save you money to move elsewhere (weighed against the cost in time and effort of moving all your materials to a new system).


:: ''Job cost = Estimated items value × System cost index × Structure bonuses''
:<math> \displaystyle \text{Job cost} = {\color{green}\text{Estimated items value} } \times {\color{blue}\text{System cost index} } \times \text{Structure bonuses} </math>


The estimated items value approximately the cost estimation of the materials. The exact values can be calculated by multiplying the number of items with the adjusted prices of the items (found in ESI [https://esi.evetech.net/latest/#!/Market/get_markets_prices /markets/prices/] endpoint)
The estimated items value approximately the cost estimation of the materials. The exact values can be calculated by multiplying the number of items with the adjusted prices of the items (found in ESI [https://esi.evetech.net/ui/#/Market/get_markets_prices /markets/prices/] endpoint).


:<math> \displaystyle \text{Estimated item value} = \sum_{\text{all materials}} \text{Material quantity} \times \text{Material adjusted price} </math>
: <math> \displaystyle {\color{green}\text{Estimated items value} } = \sum_{\text{all materials}} \text{Material quantity} \times \text{Material adjusted price} </math>


The system cost index is calculated from the amount of production job hours done in system and the amount of production job hours done in universe.<ref>[https://www.eveonline.com/news/view/eve-industry-all-you-want-to-know System cost index formula], under Basic Pricing section</ref>
The system cost index is calculated from the amount of production job hours done in system and the amount of production job hours done in universe.<ref>[https://www.eveonline.com/news/view/eve-industry-all-you-want-to-know System cost index formula], under Basic Pricing section</ref>


:<math> \displaystyle \text{System cost index} = \sqrt{ \frac{ \text{Work hours done in system in past 28 days} }{ \text{Work hours done in universe in past 28 days} } } </math>
:<math> \displaystyle {\color{blue}\text{System cost index} } = \sqrt{ \frac{ \text{Work hours done in system in past 28 days} }{ \text{Work hours done in universe in past 28 days} } } </math>


You will also need to pay tax to the structure owner. The tax is based on the job cost so low system cost index will mean low taxes too.
You will also need to pay tax to the structure owner. The tax is based on the job cost so low system cost index will mean low taxes too.


::''Tax cost = Job cost × Tax%''
: <math> \displaystyle \text{Tax cost} = \text{Job cost} \times \text{Tax%} </math>


=== Running Jobs ===
=== Running jobs ===
[[File:Manufacturing job.png|thumb|Installing a manufacturing job is easy. Select the blueprint, select job type as manufacturing job, set the ammoount of runs and press start. If using containers or corporation hangars you may need to change the input and output locations.]]
[[File:Manufacturing job.png|thumb|Installing a manufacturing job is easy. Select the blueprint, select job type as manufacturing job, set the ammoount of runs and press start. If using containers or corporation hangars you may need to change the input and output locations.]]
Once you have a blueprint and materials ready, and decided which system to manufacture in, it's time to produce your goods. Most of the time you'll be using an NPC station to manufacture goods.  
Once you have a blueprint and materials ready, and decided which system to manufacture in, it's time to produce your goods. Most of the time you'll be using an NPC station to manufacture goods.  
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==== Beware of rounding "errors"! ====
==== Beware of rounding "errors"! ====
A particular problem that can quickly cost you a million ISK or two when manufacturing T2 items is the rounding that is applied as an effect of material efficiency. The rounding is done per job instead of per run. a single industry job with 3 runs can use ''less'' material than 3 single jobs from the same blueprint!
A particular problem that can quickly cost you a million ISK or two when manufacturing Tech 2 items is the rounding that is applied as an effect of material efficiency. The rounding is done per job instead of per run. a single industry job with 3 runs can use ''less'' material than 3 single jobs from the same blueprint!


Additionally the manufacturing job will require at least one item of each type per run. This is most notable when the job requires one item per run. With 100 runs and 10% material reduction you would assume that you would need 90 items but you still need 100 items.
Additionally the manufacturing job will require at least one item of each type per run. This is most notable when the job requires one item per run. With 100 runs and 10% material reduction you would assume that you would need 90 items but you still need 100 items.


==Storyline production==
== Storyline production ==
 
[[COSMOS|COSMOS missions]] and data sites are a source of storyline module blueprint copies. These modules require rare components that can be found in data sites, relic sites and COSMOS sites.
[[COSMOS|COSMOS missions]] and data sites are a source of storyline module blueprint copies. These modules require rare components that can be found in data sites, relic sites and COSMOS sites.


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* {{sk|Yan Jung Technology|mult=yes}}
* {{sk|Yan Jung Technology|mult=yes}}


==Booster production==
== Booster production ==
 
[[Image:Drug_map.png|thumb|256px|Industry map of drugs. Manufacturing of improved and strong drugs requires multiple multiple raw gas sources.]]
[[Image:Drug_map.png|right|256 px|thumb|Industry map of drugs. Manufacturing of improved and strong drugs requires multiple multiple raw gas sources.]]
Boosters are manufactured from mytoserocin and cytoserocin gas harvested from clouds in [[cosmic signatures]] found in known space. These signatures only spawn in specific regions of New Eden. These gasses are distinct from the fullerine gasses found in wormholes, which are used to create Tech III ships and subsystems.
Boosters are manufactured from mytoserocin and cytoserocin gas harvested from clouds in [[cosmic signatures]] found in known space. These signatures only spawn in specific regions of New Eden. These gasses are distinct from the fullerine gasses found in wormholes, which are used to create Tech III ships and subsystems.


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=== Processing gas ===
=== Processing gas ===
Gas must be processed into pure booster material before the final product is created. This is done using reactors at a [[Refinery|refinery]] structure.
Gas must be processed into pure booster material before the final product is created. This is done using reactors at a [[refinery]] structure.


Pure boosters use Simple Reactions at a Standup Biochemical Reactor I. These structures can only be installed at a refinery in .4 or lower security space. Besides the gas, the reactions also require an additional unit, which varies based on the grade of the booster. Synth reactions need Garbage, Standard reactions require Water, Improved reactions require either Spirits or Oxygen, depending on the exact product, and Strong reactions require Hydrochloric Acid.
Pure boosters use Simple Reactions at a Standup Biochemical Reactor I. These structures can only be installed at a refinery in 0.4 or lower security space. Besides the gas, the reactions also require an additional unit, which varies based on the grade of the booster. Synth reactions need Garbage, Standard reactions require Water, Improved reactions require either Spirits or Oxygen, depending on the exact product, and Strong reactions require Hydrochloric Acid.


=== Booster creation ===
=== Booster creation ===
Boosters themselves are created as a normal manufacturing job in industry window. This has no security requirements, and can be done in high security space. Manufactoring the final booster product requires the pure booster material of the desired grade covered in the above section, megacyte, and an appropriate blueprint.
Boosters themselves are created as a normal manufacturing job in industry window. This has no security requirements, and can be done in high security space. Manufacturing the final booster product requires the pure booster material of the desired grade covered in the above section, megacyte, and an appropriate blueprint.
 
== Tech II production ==


[[File:Manufacturing.png|thumb|400px|Not all T2 manufacturing jobs require every single input material.]]
== Tech 2 production ==
T2 manufacturing requires T2 BPCs, which are 'invented' through the invention process. This is a chance-based process, requiring a lot of skill investment in advance, and you are not guaranteed to get a T2 BPCs at the end of it. Some T2 manufacturers do not invent, but instead merely buy T2 BPC packs from dedicated inventors. See [[Invention]] for more details on the invention process.
[[File:Manufacturing.png|thumb|400px|Not all Tech 2 manufacturing jobs require every single input material.]]
Tech 2 manufacturing requires Tech 2 BPCs, which are 'invented' through the invention process. This is a chance-based process, requiring a lot of skill investment in advance, and you are not guaranteed to get a Tech 2 BPCs at the end of it. Some Tech 2 manufacturers do not invent, but instead merely buy Tech 2 BPC packs from dedicated inventors. See [[Invention]] for more details on the invention process.


There are also limited number of extremely valuable tech II blueprint '''originals''' in circulation. These were seeded years ago in the so called "Blueprint lottery" and new tech II blueprint originals will never enter the game.
There are also limited number of extremely valuable tech II blueprint '''originals''' in circulation. These were seeded years ago in the so called "Blueprint lottery" and new tech II blueprint originals will never enter the game.


T2 production also requires much wider range of materials compared to tech I production.
Tech 2 production also requires much wider range of materials compared to tech I production.


=== Skills Required ===
=== Skills required ===
 
The main difference between tech 2 and tech 1 manufacturing is the increased skill requirement, and the many more different types of input materials required. Not all Tech 2 manufacturers will have all these skills, some may specialize in (for example) constructing only Minmatar ships, and thus have only those skills.  Most of these skills are the same as those required for invention. Different blueprints require these skills at different levels, but in general: the larger the ship or item, the higher skill level will be required. Most of these skills also give a 1% time efficiency bonus per level.
The main difference between tech 2 and tech 1 manufacturing is the increased skill requirement, and the many more different types of input materials required. Not all T2 manufacturers will have all these skills, some may specialize in (for example) constructing only Minmatar ships, and thus have only those skills.  Most of these skills are the same as those required for invention. Different blueprints require these skills at different levels, but in general: the larger the ship or item, the higher skill level will be required. Most of these skills also give a 1% time efficiency bonus per level.


* {{sk|Advanced Industrial Ship Construction|mult=yes}}
* {{sk|Advanced Industrial Ship Construction|mult=yes}}
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* {{sk|Advanced Medium Ship Construction|mult=yes}}
* {{sk|Advanced Medium Ship Construction|mult=yes}}
* {{sk|Advanced Small Ship Construction|mult=yes}}
* {{sk|Advanced Small Ship Construction|mult=yes}}
: Required to build T2 ships of the relevant size. These skills are not required for invention, only construction.
: Required to build Tech 2 ships of the relevant size. These skills are not required for invention, only construction.


* {{sk|Amarr Starship Engineering|mult=yes}}
* {{sk|Amarr Starship Engineering|mult=yes}}
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* {{sk|Gallente Starship Engineering|mult=yes}}
* {{sk|Gallente Starship Engineering|mult=yes}}
* {{sk|Minmatar Starship Engineering|mult=yes}}  
* {{sk|Minmatar Starship Engineering|mult=yes}}  
: Required to build T2 ships of the relevant race.
: Required to build Tech 2 ships of the relevant race.


* {{sk|Mechanical Engineering|mult=yes}}
* {{sk|Mechanical Engineering|mult=yes}}
: Required to build T2 ships of any size & race.
: Required to build Tech 2 ships of any size & race.


* {{sk|Electromagnetic Physics|mult=yes}}
* {{sk|Electromagnetic Physics|mult=yes}}
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* {{sk|Quantum Physics|mult=yes}}
* {{sk|Quantum Physics|mult=yes}}
* {{sk|Rocket Science|mult=yes}}
* {{sk|Rocket Science|mult=yes}}
: Two of these skills are required to build each T2 (non-ship) item. These are the same as the skills required to invent that T2 item. Consult a blueprint to find out which skills at which level are required to build that item. Example (see right): Nanofiber Internal Structure II BPC requires Nanite Engineering and Molecular Engineering.
: Two of these skills are required to build each Tech 2 (non-ship) item. These are the same as the skills required to invent that Tech 2 item. Consult a blueprint to find out which skills at which level are required to build that item. Example (see right): Nanofiber Internal Structure II BPC requires Nanite Engineering and Molecular Engineering.


=== T2 Required Materials ===
=== Tech 2 required materials ===
 
Whereas the majority of Tech 1 production requires only minerals, the range of input materials required hugely expands for Tech 2 production - moons, planets, items and components are all potential sources of materials for Tech 2 production. Not all Tech 2 blueprints require every single source of input material, but one particular additional input required for most Tech 2 manufacturing is a Tech 1 item of the similar type. For example building a Tech 2 nanofiber requires a single Tech 1 nanofiber, some Remote Assembly Modules (Armor/Hull Tech R.A.M.s), extra minerals (Morphite) and some planetary materials (Construction Blocks).  
Whereas the majority of T1 production requires only minerals, the range of input materials required hugely expands for T2 production - moons, planets, items and components are all potential sources of materials for T2 production. Not all T2 blueprints require every single source of input material, but one particular additional input required for most T2 manufacturing is a T1 item of the similar type. For example building a T2 nanofiber requires a single T1 nanofiber, some Remote Assembly Modules (Armor/Hull Tech R.A.M.s), extra minerals (Morphite) and some planetary materials (Construction Blocks).  
 
==== Moon Materials ====


==== Moon materials ====
Moon materials are produced via moon mining, which is an activity only possible in 0.5 security space and lower, and requires a Refinery anchored next to the moon mining beacon you wish to mine from and fitted with Moon Drill module. It is also very lucrative, and some moons are fought over regularly, so being able to defend your structure is necessary if you wish to maintain your moon mining operation.  Moon mining is an activity carried out on the corporation or alliance level, and thus generally not possible (to run a profitable operation) as a solo player.  
Moon materials are produced via moon mining, which is an activity only possible in 0.5 security space and lower, and requires a Refinery anchored next to the moon mining beacon you wish to mine from and fitted with Moon Drill module. It is also very lucrative, and some moons are fought over regularly, so being able to defend your structure is necessary if you wish to maintain your moon mining operation.  Moon mining is an activity carried out on the corporation or alliance level, and thus generally not possible (to run a profitable operation) as a solo player.  


Moon materials - basic elements such as Chromium, Technetium and Tungsten, which can be found in the Reaction Materials > Raw Moon Materials section of the market - are mined and then reacted together in the refinery to produce advanced moon materials - such as Tungsten Carbide, Fullerides and Fermionic Condensates. It is possible however to run a profitable reaction only operation: buying the raw moon materials on the market, reacting them together in your refinery (and it does have to be in lowsec or nullsec) and then selling or using the advanced moon materials.
Moon materials - basic elements such as Chromium, Technetium and Tungsten, which can be found in the Reaction Materials > Raw Moon Materials section of the market - are mined and then reacted together in the refinery to produce advanced moon materials - such as Tungsten Carbide, Fullerides and Fermionic Condensates. It is possible however to run a profitable reaction only operation: buying the raw moon materials on the market, reacting them together in your refinery (and it does have to be in lowsec or nullsec) and then selling or using the advanced moon materials.


These advanced materials are sometimes used directly in T2 item manufacturing, but more often used in the construction of advanced components, which are then in turn used in T2 manufacturing.
These advanced materials are sometimes used directly in Tech 2 item manufacturing, but more often used in the construction of advanced components, which are then in turn used in Tech 2 manufacturing.


See [[Moon mining]] and [[Reactions]] for more details.
See [[Moon mining]] and [[Reactions]] for more details.


==== Components ====
==== Components ====
 
Advanced components are the most common type, and are manufactured exclusively from moon materials. They are used in the majority of Tech 2 manufacturing, Tech 2 ships in particular using large numbers of multiple different types of component. Components come in Amarr, Caldari, Gallente and Minmatar flavours, with the icon coloured according to which race they 'belong' to. The advanced component manufacturing process is just like any other Tech 1 manufacturing process, except that the inputs are moon materials, and one particular science skill (see list of Tech 2 skills required above) is required for each component.
Advanced components are the most common type, and are manufactured exclusively from moon materials. They are used in the majority of T2 manufacturing, T2 ships in particular using large numbers of multiple different types of component. Components come in Amarr, Caldari, Gallente and Minmatar flavours, with the icon coloured according to which race they 'belong' to. The advanced component manufacturing process is just like any other T1 manufacturing process, except that the inputs are moon materials, and one particular science skill (see list of T2 skills required above) is required for each component.


Tech 2 items frequently use these racial components as well as ships, and the particular racial component(s) they require will be the same as the racial encryption skill and the racial data interface item required to invent the BPC.
Tech 2 items frequently use these racial components as well as ships, and the particular racial component(s) they require will be the same as the racial encryption skill and the racial data interface item required to invent the BPC.


==== Robotic Assembly Modules (R.A.M.s) ====
==== Robotic Assembly Modules (R.A.M.s) ====
Robotic Assembly Modules, more commonly known as R.A.M.s, are robotic assembly units that build things for you.  They are manufactured from minerals just like any other Tech 1 manufacturing process. Nine different R.A.M.s exist, for different types of construction: Starship Tech, Ammunition Tech, Cybernetics, etc.


Robotic Assembly Modules, more commonly known as R.A.M.s, are robotic assembly units that build things for you.  They are manufactured from minerals just like any other T1 manufacturing process. Nine different R.A.M.s exist, for different types of construction: Starship Tech, Ammunition Tech, Cybernetics, etc.
==== Planetary materials ====
 
==== Planetary Materials ====
 
[[Planetary Industry]] can be done with the same character you might use for production, and thus save you expenditure on the market (although, just like minerals you mine are not free, neither are planetary materials you produce).
[[Planetary Industry]] can be done with the same character you might use for production, and thus save you expenditure on the market (although, just like minerals you mine are not free, neither are planetary materials you produce).


== T3 Production ==
== Tech 3 production ==
{{main|Tech 3 Production}}
{{main|Tech 3 Production}}
Tech 3 ships, also known as Strategic Cruisers and tactical destroyers have their own specialised construction process, which is a combination of [[invention]] using ancient relics from relic sites, and including datacores gathered from data sites - to discover the BPCs for hulls and subsystems, and then built using those BPCs with materials gathered from within w-space - including gas clouds (which are reacted in a reactor array), [[Sleeper]] salvage and normal minerals.
Tech 3 ships, also known as Strategic Cruisers and tactical destroyers have their own specialised construction process, which is a combination of [[invention]] using ancient relics from relic sites, and including datacores gathered from data sites - to discover the BPCs for hulls and subsystems, and then built using those BPCs with materials gathered from within w-space - including gas clouds (which are reacted in a reactor array), [[Sleeper]] salvage and normal minerals.


== Capital Ship Construction ==
== Capital ship construction ==
 
Capital ship construction can be an extremely lucrative business, although requiring a large initial investment, and, depending on what capital you are constructing, may need to be based in losec, or even sovereign nullsec.
Capital ship construction can be an extremely lucrative business, although requiring a large initial investment, and, depending on what capital you are constructing, may need to be based in losec, or even sovereign nullsec.


* {{sk|Capital Ship Construction|mult=yes}} is required in order to build capital ships or capital ship components. The following levels unlock the following blueprints:
* {{sk|Capital Ship Construction|mult=yes}} is required in order to build capital ships or capital ship components. The following levels unlock the following blueprints:
: ''Level 1:'' all capital ship components, all capital modules, freighters, [[Orca]]<br>
: ''Level 1:'' all capital ship components, all capital modules, freighters, [[Orca]]
: ''Level 3:'' carriers, dreadnoughts, fighters, fighter-bombers<br>
: ''Level 3:'' carriers, dreadnoughts, fighters, fighter-bombers
: ''Level 4:'' supercarriers, jump freighters, [[Rorqual]]<br>
: ''Level 4:'' supercarriers, jump freighters, [[Rorqual]]
: ''Level 5:'' titans
: ''Level 5:'' titans


Capital ships are built from capital ship components, which are in turn manufactured from minerals. There is no restriction on where capital ship components can be built, and apart from the increased skill requirement there is no difference from other T1 manufacturing. Freighters and the Orca can then be constructed in any manufacturing facility using the relevant T1 ship BPO or BPC, from the components previously built.  
Capital ships are built from capital ship components, which are in turn manufactured from minerals. There is no restriction on where capital ship components can be built, and apart from the increased skill requirement there is no difference from other Tech 1 manufacturing. Freighters and the Orca can then be constructed in any manufacturing facility using the relevant Tech 1 ship BPO or BPC, from the components previously built.  


Carriers, dreadnoughts & the Rorqual are capital ships that may not enter hisec, and so you cannot build them in hisec either. They can be constructed in any station in lowsec or nullsec with a manufacturing facility, but apart from that restriction, are constructed in the same way as freighters or the Orca.
Carriers, dreadnoughts & the Rorqual are capital ships that may not enter hisec, and so you cannot build them in hisec either. They can be constructed in any station in lowsec or nullsec with a manufacturing facility, but apart from that restriction, are constructed in the same way as freighters or the Orca.
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These ships may also be constructed at a Large or Extra Large size citadel or engineering complex (i.e. Fortizar, Azbel, Keepstar, or Sotiyo) with a '''Standup Capital Shipyard I''' module installed. This module is installable in lowsec and nullsec only. Engineering complexes, and structures with appropriate rigs, will provide their usual cost reductions as applicable.
These ships may also be constructed at a Large or Extra Large size citadel or engineering complex (i.e. Fortizar, Azbel, Keepstar, or Sotiyo) with a '''Standup Capital Shipyard I''' module installed. This module is installable in lowsec and nullsec only. Engineering complexes, and structures with appropriate rigs, will provide their usual cost reductions as applicable.


=== Supercapital Construction ===
=== Supercapital construction ===
Supercarriers and titans cannot even dock in NPC stations, never mind enter hisec, and so you cannot build them in stations either. They must be built at a Sotiyo engineering complex with a Standup Supercapital Shipyard I service module. installed. This module may only be brought online in systems where the complex owner has sovereignty, and has installed a Supercapital Construction Facilities infrastructure upgrade. Supercapital construction takes an [[Media:Avatar construction.png|exceedingly long time]]).
Supercarriers and titans cannot even dock in NPC stations, never mind enter hisec, and so you cannot build them in stations either. They must be built at a Sotiyo engineering complex with a Standup Supercapital Shipyard I service module. installed. This module may only be brought online in systems where the complex owner has sovereignty, and has installed a Supercapital Construction Facilities infrastructure upgrade. Supercapital construction takes an [[Media:Avatar construction.png|exceedingly long time]]).


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Because supercapital ship construction must take place in a player-owned structure, this means supercapital ships under construction are vulnerable to attack, unless you can defend your infrastructure effectively. Many titans have been 'aborted' by a hostile force destroying the POS and assembly array during construction.
Because supercapital ship construction must take place in a player-owned structure, this means supercapital ships under construction are vulnerable to attack, unless you can defend your infrastructure effectively. Many titans have been 'aborted' by a hostile force destroying the POS and assembly array during construction.


==Useful Links==
== Useful links ==
*[http://eveiph.github.io/ ISK Per hour] Very powerful windows program for T1, T2 and T3 production as well as refining.
* [http://eveiph.github.io/ ISK Per hour] Very powerful windows program for Tech 1, Tech 2 and Tech 3 production as well as refining.
 
==Sources==


== References ==
<references />
<references />


[[Category:Industry]]
[[Category:Industry]]