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Manufacturing: Difference between revisions

From EVE University Wiki
m production efficiency does not exist in game anymore but material efficiency fills the same role
Corrected obsolete skill names, used sk template
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Basic:
Basic:
* [[Skills:Production#Industry|Industry]] - 4% reduction in manufacturing time per skill level.
* {{sk|Industry|mult=yes|price=yes}} - 4% reduction in manufacturing time per skill level.
: At least level 1 is required to use most blueprints, and level 3 is required for further manufacturing skills. The speed bonus increases the rate at which you can produce items (and therefore, produce profit) and reduces installation costs slightly.
: At least level 1 is required to use most blueprints, and level 3 is required for further manufacturing skills. The speed bonus increases the rate at which you can produce items (and therefore, produce profit) and reduces installation costs slightly.


Increase number of concurrent jobs:
Increase number of concurrent jobs:
* [[Skills:Production#Mass Production|Mass Production]] - Allows 1 additional job per level.  
* {{sk|Mass Production|mult=yes|price=yes}} - Allows 1 additional job per level.  
: By default, all characters can run 1 manufacturing job at a time.  Training this skill lets you run additional jobs simultaneously from 2 jobs at level I up to 6 jobs at level V.  Any industrialist who wants to create things will need to train this to IV or V fairly early in their plans. Level 5 is required for:
: By default, all characters can run 1 manufacturing job at a time.  Training this skill lets you run additional jobs simultaneously from 2 jobs at level I up to 6 jobs at level V.  Any industrialist who wants to create things will need to train this to IV or V fairly early in their plans. Level 5 is required for:
* [[Skills:Production#Advanced Mass Production|Advanced Mass Production]] - Allows 1 additional job per level.  
* {{sk|Advanced Mass Production|mult=yes|price=yes}} - Allows 1 additional job per level.  
: The current NPC price for this skill is 20M ISK.  So if you invest, train it to level IV quickly.  At level I you'll be able to use a total of 7 job slots (1 base + 5 from mass production + 1 from this skill) up to a total of 11 slots at level V.  Most people stop training after level IV and instead choose to roll up a new production alt.
: The current NPC price for this skill is 20M ISK.  So if you invest, train it to level IV quickly.  At level I you'll be able to use a total of 7 job slots (1 base + 5 from mass production + 1 from this skill) up to a total of 11 slots at level V.  Most people stop training after level IV and instead choose to roll up a new production alt.


Reduce materials needed:
Reduce materials needed:
* [[Skills:Production#Material Efficiency|Material Efficiency]] - 5% reduction per skill level to the material requirements needed for production.
* {{sk|Material Efficiency|mult=yes|price=yes}} - 5% reduction per skill level to the material requirements needed for production.
: If you are just producing ammo for your own use, training this skill to level III or IV is all that is needed as you won't care about an extra 8-12% waste.  But for the profit-minded industrialist, training this skill to level V is a very strong recommendation.
: If you are just producing ammo for your own use, training this skill to level III or IV is all that is needed as you won't care about an extra 8-12% waste.  But for the profit-minded industrialist, training this skill to level V is a very strong recommendation.


Allow remote management of jobs:
Allow remote management of jobs:
* [[Skills:Production#Supply Chain Management|Supply Chain Management]] - Proficiency at starting manufacturing jobs remotely. Each level increases the distance at which jobs can be created. Level 1 allows for range within the same solar system, Level 2 extends that range to systems within 5 jumps, and each subsequent level then doubles it. Level 5 allows for full regional range.
* {{sk|Supply Chain Management|mult=yes|price=yes}} - Proficiency at starting manufacturing jobs remotely. Each level increases the distance at which jobs can be created. Level 1 allows for range within the same solar system, Level 2 extends that range to systems within 5 jumps, and each subsequent level then doubles it. Level 5 allows for full regional range.
: This skill is more of a convenience skill than a must-have for a budding industrialist.  The current NPC cost is 6.75M ISK, but it allows 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 flexibility. Note that you still have to haul the materials and blueprint to the relevant station.
: This skill is more of a convenience skill than a must-have for a budding industrialist.  The current NPC cost is 6.75M ISK, but it allows 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 flexibility. Note that you still have to haul the materials and blueprint to the relevant station.


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Basic:
Basic:
* [[Skills:Science#Science|Science]] – 5% Bonus to blueprint copying speed per level.
* {{sk|Science|mult=yes|price=yes}} – 5% Bonus to blueprint copying speed per level.
: Basic skill, reduces time needed to create BPCs. Level 3 is required for Research.
: Basic skill, reduces time needed to create BPCs. Level 3 is required for Research.


Time reduction:
Time reduction:
* [[Skills:Science#Research|Research]] – 5% bonus to blueprint manufacturing time research per skill level.
* {{sk|Research|mult=yes|price=yes}} – 5% bonus to blueprint manufacturing time research per skill level.
* [[Skills:Science#Metallurgy|Metallurgy]] - 5% Bonus to material efficiency research speed per skill level.
* {{sk|Metallurgy|mult=yes|price=yes}} - 5% Bonus to material efficiency research speed per skill level.


Increase number of concurrent jobs:
Increase number of concurrent jobs:
* [[Skills:Science#Laboratory Operation|Laboratory Operation]] – allows you to run a research operation, either ME or PL, per level.
* {{sk|Laboratory Operation|mult=yes|price=yes}} – allows you to run a research operation, either ME or PL, per level.
: Basically equivalent to the Mass Production skills. Level 5 is required for:
: Basically equivalent to the Mass Production skills. Level 5 is required for:
* [[Skills:Science#Advanced Laboratory Operation|Advanced Laboratory Operation]] – allows you to run a research operation, either ME or PL, per level.
* {{sk|Advanced Laboratory Operation|mult=yes|price=yes}} – allows you to run a research operation, either ME or PL, per level.


Allow remote management of jobs:
Allow remote management of jobs:
* {{sk|Scientific Networking}} - Skill at running research operations remotely. Each level increases the distance at which research projects can be started. Level 1 allows for range within the same solar system, Level 2 extends that range to systems within 5 jumps, and each subsequent level then doubles it. Level 5 allows for full regional range.
* {{sk|Scientific Networking|mult=yes|price=yes}} - Skill at running research operations remotely. Each level increases the distance at which research projects can be started. Level 1 allows for range within the same solar system, Level 2 extends that range to systems within 5 jumps, and each subsequent level then doubles it. Level 5 allows for full regional range.
: Basically the Laboratory equivalent of Supply Chain Management.
: Basically the Laboratory equivalent of Supply Chain Management.


==== Other Skills ====
==== Other Skills ====
* {{sk|Trade}} / {{sk|Retail}} / {{sk|Wholesale}} etc - Increases number of available market orders.
* {{sk|Trade|mult=yes|price=yes}} / {{sk|Retail|mult=yes|price=yes}} / {{sk|Wholesale|mult=yes|price=yes}} etc - Increases number of available market orders.
: Buy and Sell orders will most often be the main way of acquiring materials and selling manufactured products, and increasing the number of available orders beyond the base 5 will help greatly.
: Buy and Sell orders will most often be the main way of acquiring materials and selling manufactured products, and increasing the number of available orders beyond the base 5 will help greatly.
* {{sk|Marketing}}, {{sk|Procurement}} and {{sk|Daytrading}} - Allows remote management of market orders.
* {{sk|Marketing|mult=yes|price=yes}}, {{sk|Procurement|mult=yes|price=yes}} and {{sk|Daytrading|mult=yes|price=yes}} - Allows remote management of market orders.
: These skills will allow you to manipulate market orders without being present in the relevant station. Level 2, or 5 jumps, allows management of Hek from Aldrat and Rens from Eystur.
: These skills will allow you to manipulate market orders without being present in the relevant station. Level 2, or 5 jumps, allows management of Hek from Aldrat and Rens from Eystur.
* {{sk|Connections}}, {{sk|Broker Relations}}, {{sk|Accounting}} - Reduces NPC taxes
* {{sk|Connections|mult=yes|price=yes}}, {{sk|Broker Relations|mult=yes|price=yes}}, {{sk|Accounting|mult=yes|price=yes}} - Reduces NPC taxes
: These skills will reduce some extra costs from installation and market orders, increasing profit margins.
: These skills will reduce some extra costs from installation and market orders, increasing profit margins.


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A good blueprint will have these characteristics:
A good blueprint will have these characteristics:
* '''Inexpensive Materials''' - The material cost should be such that you can reasonably expect to manufacture a decent number of items, and you won't be bankrupt if you lose them while trying to sell them. There isn't a rule on how much cost is too much, but if you need a number then keep the cost of an item below 1% of your net worth. This will not be a problem for players with a large wallet, but can be an issue for new players starting out in manufacturing. The [http://zofu.no-ip.de/bpo BPO Research Calculator] provides an estimate of the material cost, which typically makes up the bulk of T1 manufacturing cost. Instructions for using this site will be given below.
* '''Inexpensive Materials''' - The material cost should be such that you can reasonably expect to manufacture a decent number of items, and you won't be bankrupt if you lose them while trying to sell them. There isn't a rule on how much cost is too much, but if you need a number then keep the cost of an item below 1% of your net worth. This will not be a problem for players with a large wallet, but can be an issue for new players starting out in manufacturing. The [http://zofu.no-ip.de/bpo BPO Research Calculator] provides an estimate of the material cost, which typically makes up the bulk of T1 manufacturing cost. Instructions for using this site will be given below.
* '''Good Profit Margins''' - The difference between the selling price and the cost to manufacture should be worthwhile. Be sure to compare the absolute profit (ISK) and percent profit (% of selling price) and make sure both are worth your time. What makes it worth your time? It is up to the individual, but strive for at least 10% per item. Profits of 80% have been witnessed by players as young as 2 months to EVE, but they are rare and tend to disappear. Note that [[Skills:Production#Material Efficiency|Material Efficiency]] has a large impact on profit margins. If you are considering manufacturing as a career, spend the time and train it to V as soon as possible.
* '''Good Profit Margins''' - The difference between the selling price and the cost to manufacture should be worthwhile. Be sure to compare the absolute profit (ISK) and percent profit (% of selling price) and make sure both are worth your time. What makes it worth your time? It is up to the individual, but strive for at least 10% per item. Profits of 80% have been witnessed by players as young as 2 months to EVE, but they are rare and tend to disappear. Note that {{sk|Material Efficiency}} has a large impact on profit margins. If you are considering manufacturing as a career, spend the time and train it to V as soon as possible.
* '''Good Transaction Volume''' - If you find an item that is extremely profitable but is only sold once per week, then it has poor transaction volume. There is no guarantee that you can capture all (or even most) of the sales of a particular item! To check the volume of an item, use the Market window. If you choose an item, click on the Price History tab. If it shows a graph, you can see daily sales volume by clicking the Show Table button in the bottom of the window. This will show you how many of an item were sold each day in the region over the last 3 months (default).
* '''Good Transaction Volume''' - If you find an item that is extremely profitable but is only sold once per week, then it has poor transaction volume. There is no guarantee that you can capture all (or even most) of the sales of a particular item! To check the volume of an item, use the Market window. If you choose an item, click on the Price History tab. If it shows a graph, you can see daily sales volume by clicking the Show Table button in the bottom of the window. This will show you how many of an item were sold each day in the region over the last 3 months (default).


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{{stub}}
{{stub}}
Basic skills:
Basic skills:
* CPU Management 2 / Power Grid Management 2 :
* {{sk|CPU Management|II}} / {{sk|Power Grid Management|II}} :
: These are required for a lot of the other skills in this section. Level 5 may be additionally required.
: These are required for a lot of the other skills in this section. Level 5 may be additionally required.
* Electronics Upgrades 3
* {{sk|Electronics Upgrades|III}}
: Required for Hacking
: Required for Hacking
* Hacking 2
* {{sk|Hacking|II}}
: Required for racial Decryptor skills
: Required for racial Decryptor skills
* Science 5 / Electronics 5 / Engineering 5 / Mechanic 5
* {{sk|Science|V}} / {{sk|CPU Management|V}} / {{sk|Power Grid Management|V}} / {{sk|Mechanics|V}}
: T2 blueprints will require Science 5 in addition to one or more of Electronics, Engineering or Mechanic for their respective blueprint skills.
: T2 blueprints will require Science V in addition to one or more of Electronics, Engineering or Mechanic for their respective blueprint skills.


Racial Decryptor skills:
Racial Decryptor skills:
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: These skills are required to use the respective decryptors.
: These skills are required to use the respective decryptors.


Electronics skills: (These skills require Science and Electronics 5)
Electronics skills: (These skills require Science and Electronics V)
* Electromagnetic Physics
* {{sk|Electromagnetic Physics|mult=yes|price=yes}}
: Used for Electronic Warfare, Railguns  
: Used for Electronic Warfare, Railguns  
* Electronic Engineering
* {{sk|Electronic Engineering|mult=yes|price=yes}}
: Used for Electronic Warfare, Webbers, Scramblers and Drones
: Used for Electronic Warfare, Webbers, Scramblers and Drones
* Nanite Engineering
* {{sk|Nanite Engineering|mult=yes|price=yes}}
: Used for Armor/Hull, Repair Systems
: Used for Armor/Hull, Repair Systems


Engineering skills: (These skills require Science and Engineering 5)
Engineering skills: (These skills require Science and Engineering 5)
* Graviton Physics
* {{sk|Graviton Physics|mult=yes|price=yes}}
: Used for Cloaking, Webbers, Scramblers
: Used for Cloaking, Webbers, Scramblers
* High Energy Physics
* {{sk|High Energy Physics|mult=yes|price=yes}}
: Used for Energy Systems, Laser Weapons
: Used for Energy Systems, Laser Weapons
* Hydromagnetic Physics
* {{sk|Hydromagnetic Physics|mult=yes|price=yes}}
: Used for Shields
: Used for Shields
* Laser Physics
* {{sk|Laser Physics|mult=yes|price=yes}}
: Used for Laser Weapons, Mining Lasers
: Used for Laser Weapons, Mining Lasers
* Nuclear Physics
* {{sk|Nuclear Physics|mult=yes|price=yes}}
: Used for Projectile Weapons
: Used for Projectile Weapons
* Plasma Physics
* {{sk|Plasma Physics|mult=yes|price=yes}}
: Used for Blasters
: Used for Blasters
* Quantum Physics
* {{sk|Quantum Physics|mult=yes|price=yes}}
: Used for Cloaking, Energy Systems, Shield Systems
: Used for Cloaking, Energy Systems, Shield Systems


Mechanic skills: (These skills require Science and Mechanic 5)
Mechanic skills: (These skills require Science and Mechanic V)
* Amarrian / Minmatar / Caldari / Gallente Starship Engineering
* Amarrian / Minmatar / Caldari / Gallente Starship Engineering
: Used for Racial Ship Construction
: Used for Racial Ship Construction
<!-- * Astronautic Engineering
<!-- * Astronautic Engineering
: Used for  not currently available -->
: Used for  not currently available -->
* Capital Ship Production (also requires Material Efficiency 5)
* {{sk|Capital Ship Construction|mult=yes|price=yes}} (also requires Material Efficiency V)
: Used for Capital Ship Production
: Used for Capital Ship Production
* Mechanical Engineering
* {{sk|Mechanical Engineering|mult=yes|price=yes}}
: Used for Repair Systems, Starships, Railguns, Blasters, Projectiles, Mining Lasers, Missile Launchers, Drones
: Used for Repair Systems, Starships, Railguns, Blasters, Projectiles, Mining Lasers, Missile Launchers, Drones
* Molecular Engineering
* {{sk|Molecular Engineering|mult=yes|price=yes}}
: Used for Armor/Hull, Propulsion Systems
: Used for Armor/Hull, Propulsion Systems
* Outpost Construction (Also requires Anchoring 5)
* {{sk|Outpost Construction|mult=yes|price=yes}} (Also requires Anchoring V)
: Used for Outpost Construction
: Used for Outpost Construction
* Rocket Science
* {{sk|Rocket Science|mult=yes|price=yes}}
: Used for Propulsion Systems, Missile Launchers
: Used for Propulsion Systems, Missile Launchers