Difference between revisions of "User:Dominik isu"

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'''Page Under Renovation'''
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'''Drafting'''
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[[Category:Syllabi]]
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[[Category:Classes]]
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[[Category:Tier 4 Classes]]
  
Trading is the act of buying and selling items within Eve.  
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== Class Information ==
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This is a syllabus for a class provided by EVE University.  This section contains information about this class and its contents. '''General Information''' includes materials to create a proper class listing on the EVE University forum. Additional resources and teaching tips are listed under '''Notes for the Teacher'''.  
  
== Introduction  ==
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=== General Information ===
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Post this in the forums (remember to change the date and time)
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<pre>
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[size=200][color=#FFFF00][b]Intro to Tech II Invention[/b][/color][/size]
  
Evelopedia has an introduction to [http://wiki.eveonline.com/wiki/Trading basic trading], and there are many recordings of Uni trading classes available on the forums. A few examples are listed below:
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[img]http://i757.photobucket.com/albums/xx216/ScoopIrish/madscientist.jpg[/img]
  
*[http://content.alexsmith.im/eve-recordings/EVE_Trading_101_Monday_10_May_2010_1900-VBR_L9.mp3 Trading 101 - Lompster] (Basics of trading, some emphasis on station and wartime trading)
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This class introduces players to the Invention process, required for lucrative Tech II manufacturing.
*[http://ds180.net/eve-uni/Eldiora%20-%20Trading%20101.mp3 Eldiora] (The basics of trading. Emphasis on interregional trade and getting started.)
 
*[http://ds180.net/eve-uni/Dr%20Deus%20-%20Trading.mp3 Dr Deus] (Introduction to trading. Emphasis on station trading, trading in Jita, Maximizing profit.)
 
*[http://ds180.net/eve-uni/Sun%20Win%20-%20Trading%20101.mp3 Sun Win] (Buy and Sell orders. Creating a Trade Alt. Buying Low, selling high. Trade via hauling. Details of the Market system, Market analysis. Recommended Skills.)
 
  
=== Advantages of trading  ===
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[color=#FFFF00]When:[/color] Date and EVE Time
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[color=#FFFF00]Where:[/color] Public Mumble and Lecture.E-UNI
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[color=#FFFF00]Duration:[/color] ~1 hour for lecture and Q&A
  
*Easy to get started: You can start trading right away on a character with no skills, and the amount of skill training needed compared to other professions is fairly low. The only skill you really need to start with is Trade, without which you'll probably feel a little limited in the number of orders you can have open.
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[color=#FFFF00]Topics Covered:[/color]
*Easy to do during war: With a small investment in skills (Marketing, Procurement and Daytrading to level 2) you can easily station trade in Hek while docked up in Aldrat during a lockdown, or use an alt to trade in other ways. This makes moneymaking during wartime much easier, especially since most other forms of moneymaking will be prohibited.  
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[list][*]What is invention?
*Time-flexible: A lot of trading happens while docked up, and it's easy to go AFK with no real danger most of the time. While this isn't true during hauling, good hauls tend to be fairly short and you can always dock up halfway through.
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[*]Required skills for invention
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[*]Required equipment for invention
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[*]The invention process - step by step
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[*]Maximizing your chance for invention success
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[*]Introduction to advanced invention topics
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[*]Q&A [/list]
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[color=#FFFF00]Student requirements:[/color]
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[list][*]Mumble registration and access - make sure you have Mumble sorted out and operational well before the class begins. Use this guide for set-up: [url]http://eveuni.org/publicmumble[/url].
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[*]Access to the Lecture.E-UNI in-game chat channel.
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[*]This class is entirely lecture, punctuated by Q&A throughout.[/list]
  
== Trade Interfaces  ==
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[color=#FFFF00][b]Questions?[/b][/color] Ask in this thread.
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</pre>
  
=== The Trade Window  ===
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=== Notes for the Teacher ===
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Required materials:
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* Access to Lecture.E-UNI chat channel, to receive questions and post relevant links
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* Registration and access to the UNI Public Mumble server
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* You should have both the T1 and T2 blueprints for a 1MN Afterburner ready for linking.
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* Useful links:
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** Invention process explained: http://wiki.eveonline.com/en/wiki/Invention
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** Datacore types: http://wiki.eveonline.com/en/wiki/Item_Database:Manufacture_&_Research:Components:Research_&_Invention:Datacores
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** Invention chance calculator: http://games.chruker.dk/eve_online/invention_chance.php
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** Invention/T2 manufacturing profitability calculator: http://bp.cherry.frubar.net/
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** Another good invention profitability calculator: http://www.eve-market-guide.com/
  
Possibly the simplest and least-used form of trading, the trade window requires you to be docked up with someone in the same station. It's mostly used to deliver items personally to a friend. The trade window is less useful in general since mass trading is not possible and scamming is common.
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== Class Contents ==
  
=== Contracts  ===
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===Introduction ===
  
A [http://wiki.eveonline.com/en/wiki/Contracts contract] is a public, formal agreement for work or goods, available through the contracts button on the [[NeoCom|NeoCom]]. Like the trade window, mass trading is hard and scamming is common. However, contracts have a couple of advantages. They can contain goods not normally available on the market, and finding an audience for your trading is much easier than through the trade window.  
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Welcome to Invention 101. Invention is the process in EVE that produces Tech II blueprint copies, from which one can manufacture advanced technology items and ships. Tech II items command higher prices in the market and can be a very lucrative way for players to earn ISK. However, for those that are not well prepared, trying to perform invention can be a costly nightmare.
  
Alternatively, courier contracts can also add extra profit to hauling routes.  
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This course is designed primarily for players that are thinking about getting into manufacturing of advanced technology items - and in so doing, benefit from the higher prices of Tech II items in the market.
  
=== The Market  ===
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Over the next hour, I will explain how the invention process came about in EVE, what kind of skills and equipment you need to perform invention, how the process actually works, and some methods for maximizing the success of your invention efforts.
  
This is where most trading in Eve takes place. The market is basically an automated list of item exchange contracts: buy orders and sell orders. Since orders can be partially filled and searched easily, it tends to be a lot more convinient than trading through contracts, although the basic principle is the same. Another advantage of the market is that it's easy to see the price and quantity that items are actually selling for, using the market details tab. Markets are limited to the specific region they are in.
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''(Instructor should then introduce himself or herself - covering relevant experience level and background.)''
  
== Skills ==
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We have a few ground rules for this class:
[[Skills:Trade|Trade skills]] can be divided into four groups:  
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* Please configure your Mumble settings for "Push to Talk" if you have not already done so.
*Skills that increase maximum number of active orders orders: Trade, Retail, Wholesale, Tycoon.
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* Feel free to type any questions in the Class.E-UNI chat channel as we proceed - I will try to answer your questions as they come during the class. [At the end of my lecture, we'll open Mumble for any further questions or general discussion.]
*Skills that allow you to buy and sell things remotely: Marketing, Procurement, Daytrading, Visibility.
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* There are no practical exercises in this class.  However, I recommend that you be docked up and somewhere safe during this lecture.
*Skills that reduce trading overhead: Accounting, Broker Relations, Margin Trading.
 
*Skills that increases maximum number of outstanding contracts: Contracting and Corporation Contracting.
 
  
===Order Skills===
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Everyone ready? OK, then - let's begin....
With no trade skills a character has can set up 5 simultaneous orders.
 
*Trade (L1, 20K ISK) – grants 4 additional orders per level.
 
*Retail (L2, 100K ISK) – grants 8 additional orders per level.
 
*Wholesale (L4, 35M ISK) – grants 16 additional orders per level.
 
*Tycoon (L6, 100M ISK) – grants 32 additional orders per level.
 
With all these skills trained to level 5 character can manage up to 305 orders.
 
===Remote Skills===
 
The info for these skills can be misleading. Sadly, these skills do not magically move goods around. For example, Procurement will not allow you to buy goods in a distant system and have them appear in your current station's hangar. What these skills do is allow you to buy and sell goods that are not in your current station/system. If you are a station trader, for example, you hang out somewhere else from your goods; this increases safety, because trade hubs tend to attract PvP action. Similarly, you can deliver your salvage to a trade hub then go back to missioning where the missions are, while still managing the sale of your salvage.
 
*Marketing (L3, 3.5M ISK) – allows to setup sell orders remotely. Ranges:
 
**level 0: limited to current station
 
**level 1: anywhere within current solar system
 
**level 2: 5 jumps
 
**level 3: 10 jumps
 
**level 4: 20 jumps
 
**level 5: entire region
 
*Procurement (L3, 3.5M ISK) – allows to setup buy orders remotely. Ranges are the same as for Marketing skill.
 
*Daytrading (L1, 12.5M ISK) – allows to change orders remotely. Ranges are the same as for Marketing skill.
 
*Visibility (L3, 7.5M ISK) - increases maximum range of remote buy orders, so sellers can fill such orders from any station with this range of the remote buy order. Every buy order can have own effective range limited to this skill. Ranges are the same as for Marketing skill.
 
===Overhead Reduction skills===
 
*Accounting (L3, 5M ISK) - reduces the transaction tax rate by 10% per level from 1.5% to 0.75% at level 5.
 
*Broker Relations (L2, 200K ISK) – reduces the broker fee collected on market orders by 5% per level from 1% to 0.75% at level 5. This fee can also be affected by standings between the trader and the corporation that owns the station.
 
*Margin Trading (L3, 20M ISK) – decreases amount of ISK you have to place in buy orders for 25% per level. The remainder will be drawn from character’s wallet when someone actually sells you goods. Escrowed values are:
 
**level 0: 100% – The full ISK amount is removed from your wallet when the buy order is set up
 
**level 1: 75%
 
**level 2: 56.25%
 
**level 3: 42.18%
 
**level 4: 31.64%
 
**level 5: 23.73%
 
  
===Contract Skills===
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=== What is invention? ===
*Contracting (L1, 150K ISK) – increases the maximum number of contracts by 4 per level up to 21 at level 5.
 
*Corporation Contracting (L3, 150K ISK) – increases the number of concurrent corporation/alliance contracts you can make on behalf of your corporation by 10 per level up to 60 at level 5.
 
  
== Trading using the Market  ==
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* Invention is the means by which you produce blueprint copies for Tech II items and ships in EVE, which can then be sold on the market, or (more popularly) be used to manufacture those items for sale or personal use in the game.
  
The main method of trading is doing what other players can't be bothered to do: either they're too lazy or the opportunity cost is too big. Most market activity occurs in and around [[Trade Hubs]].  
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* A little history about Tech II production....
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** Once upon a time, CCP decided that Tech II items and ships would be a cool thing to offer to EVE players
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** This, however, presented a problem.  To maintain play balance, Tech II items had to be more expensive and harder to get than Tech I items, since they represent a significant improvement in performance.  They couldn't simply seed Tech II blueprints in stations, as Tech I BPOs are provided, or else no one would ever make Tech I items anymore.  And so, in their infinite wisdom, CCP created the Tech II BPO lottery, where a limited number of Tech II blueprint originals were awarded to players, based on the number of research datacores they owned.  This happened with the Castor expansion in 2003.
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** This solution, naturally, presented some new problems. The production of Tech II items was reserved to a relatively small number of experienced EVE players who were lucky enough to get one of the BPOs.  This allowed them to control the prices completely, making T2 items dreadfully expensive.  Also, there were rumors abound that CCP was rigging the lottery to favor certain players or corporations, making it unfair. 
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**So, in their now smarter infinite wisdom, CCP developed the invention process with the Revalations expansion in 2006, which allows any EVE player to produce Tech II blueprint copies, after a significant investment in skills, materials, and equipment. The invention process produces limited-run Tech II blueprint copies, but with a chance of failure, thus making Tech II item production more difficult, but still attractive enough to warrant investment by players.  Since BPCs produce limited runs of items, unlike BPOs, the invention process also keeps Tech II item production at a much more intensive but more limited level than Tech I production.
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** Tech II BPOs still exist in EVE, and are highly prized and hideously expensive.  Their owners have gotten very rich in the game, and they guard their use very diligently.  Many have speculated that Tech II BPOs may one day be discontinued - if this ever happens, then the invention process will be the sole source of advanced tech items in the game.
  
=== Hauling ===
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* A player using the invention process takes a blueprint copy for a lower tech item, adds certain specialized equipment, and attempts to create a blueprint copy for a higher tech item. Although it sounds simple, invention can be very expensive and difficult to do successfully.
  
Hauling is the act of transporting goods between stations for profit. Basically, you buy some goods at one station, load them up into your hauling ship, carry them off to another station and sell them for profit. This works because most players don't have the ships or the time to move everything themselves. Interestingly, there are a lot of trade goods that exist only to be hauled between NPC stations. Finding good trade routes is hard (and changes on a daily basis), so most players use an external tool such as [[Using EVE-Central to haul profitably|Eve-Central]] or [http://code.google.com/p/navbot/ Navbot]. However, there are usually certain routes that are profitable in general, such as hauling stuff from mission hubs, where mission runners dump their loots, to trading hubs where there is less supply.  
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* Let's look at a Tech I item blueprint and get familiar with some useful information about invention.
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** Click on the link in chat for the "1MN Afterburner I Blueprint"
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** You'll see two tabs on the blueprint - one for "Attributes" and the other for "Bill of Materials".
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*** The Attributes tab tells you how efficiently you can produce items from this blueprint - it shows the Material Level, Wastage, Productivity Level, and times for manufacturing time and various types of research. We are not going to cover the definitions of these items in this class.  For now, you only need to know that blueprint efficiency is completely irrelevant to the invention process.
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*** The Bill of Materials tab tells you what you need to manufacture the item, or to invent a higher technology version of that item. Click on the "Invention" tab. Here you'll see the required skills and materials required to conduct invention for this item.
  
Skills:
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=== Required skills for invention ===
  
*[http://wiki.eveonline.com/en/wiki/Amarr_Industrial Racial Industrial] skill for beginner ship usage
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* You need to train several different types of skills in order to perform the invention process:
*[http://wiki.eveonline.com/en/wiki/Hull_Upgrades Hull Upgrades] to use Expanded Cargoholds.
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** Basic skills - to give you access to encryption and advanced science skills
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** Encryption Method skills - there are one for each of the four races (Amarr, Gallente, Caldari, Minmatar), and every Tech II item requires a specific one
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** Advanced Science skills - each Tech II item requires at least two of these
  
Guides:  
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* The basic skills needed for invention are:
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** CPU Management II
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** Power Grid Management II
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** Electronics Upgrades III
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** Science V
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** Hacking II
  
*[[Creating an Alt Hauler]]
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* There are four racial encryption methods skills:
*[http://wiki.eveuniversity.org/Using_EVE-Central_to_haul_profitably Using Eve Central To Haul Profitably]
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** Amarr Encryption Methods
*[[Hauling 101]], [[Advanced Hauling]]
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** Caldari Encryption Methods
*[[Making Money with Hauling - Level 4 Cargo Missions]]
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** Gallente Encryption Methods
*[http://classes.eve-ivy.com/Disco%20Uncertainty%20-%20The%20Dark%20Side%20of%20Eve.mp3 The Dark Side of Eve] - A discussion on suicide ganking and pirate tactics. Firmly recommended listening.
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** Minmatar Encryption Methods
*[[Known pirate systems]] - Avoid these.
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** Each T2 item is associated with one of these encryption methods.  
  
=== Station Trading  ===
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* Each item also has two advanced science skills associated with it. The advanced science skills are:
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** (Racial) Starship Engineering - one for the four racial factions (Amarr, Gallente, Caldari, Minmatar)
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** Electromagnetic Physics
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** Electronic Engineering
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** Graviton Physics
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** High Energy Physics
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** Hydromagnetic Physics
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** Laser Physics
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** Mechanical Engineering
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** Molecular Engineering
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** Nanite Engineering
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** Nuclear Physics
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** Plasma Physics
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** Quantum Physics
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** Rocket Science
  
Station trading is like hauling, but without the hauling ship! Instead of buying low and then taking the goods to where you can sell high, you buy low and sell high ''without'' moving the goods.
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* An inventor must have the basic skills, the proper encryption method skill, and the two science skills trained, as required for each item, in order to start an Invention job. Higher skill levels of the encryption methods and science skills lead to a better chance of invention.  The basic skills do not alter your success chances.
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** In order to see which skills are required, look in the Invention tab in a blueprint for any Tech I item.
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** For example, 1MN Afterburner invention requires:
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*** Minmatar Encryption Methods 1
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*** Molecular Engineering 1
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**** Science 5
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**** Mechanic 5
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*** Rocket Science 1
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**** Science 5
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**** Electronics 5
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** You should train encryption skills to at least level 3, and advanced science skills at least to level 4, to have a good chance of invention success.
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** This handy reference guide shows how different combinations of science skills and corresponding datacores can be used to invent different items: http://dl.eve-files.com/media/0704/Invention.zip
  
Basically you want to find items with a reasonable volume traded and a significant difference in buy and sell order prices within the same station. A large source of these types of items comes from NPC loot: Players run missions, collect loot and just want to sell it for a quick buck, since they don't have the time or the Trade skills to set up sell orders for everything. Another example is trade books that are given during the tutorials - if players have one and don't need it, they just want to dump it for ISK. On the other hand, players searching for one will pay quite a bit more since they can't get it anywhere else.
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=== Equipment for invention ===
  
The simple rule of thumb is buy low and sell high! To ensure station trading is performed effectively ensure that the difference your sell order pricing minus the buy order pricing minus taxation still leaves a profit! Setting up buy and sell orders on multiple items minimises risk of market price crashes on anyone particular item. If you can make 20,000isk on an item and manage to trade 100 of these per day this will give you 2,000,000 isk. Do this with 50 different products and this equates to 100,000,000 isk per day!
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* There are 3 mandatory items and 2 optional items needed for invention.
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* If you look on the "Info" for the BPC, there will be an Invention tab under the Bill of Materials. This tab will show all the needed items for the job. It does not include the optional items.
  
Start small and reinvest and you will soon see your total isk grow very quickly. When you start to work in billions you can trade higher priced items which can increase your margins and also price out some of the competition!
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* Mandatory Items:
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** Blueprint copy (mandatory item)
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*** You must have a T1 blueprint copy (BPC) of the T2 item you wish to create. If the Invention job is successful, this BPC will be changed from T1 to T2. If the job is unsuccessful, the BPC will be destroyed.
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*** The Material Efficiency and Production Efficiency of the BPC does not matter for an Invention job. The only attribute that matters is the number of runs on the BPC. This will directly affect the number of runs of the T2 BPC.
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** Datacores (mandatory items)
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*** Each invention job will require two types of datacores. The number of datacores needed depends on the size of the object created. Small modules only require one datacore of each type while battleships require 32 of each type.
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*** To learn how to acquire datacores, please attend the [[Datacore Farming]] 101 class.
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** Data Interface (mandatory item)
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*** Each job will require a data interface. These items are only used to start the Invention process and are not consumed. That means a single interface can start an infinite number of jobs. So, if you ever decide to go into T2 manufacturing on a large scale, you only need to purchase a single set of interfaces.
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*** There are different sets of interfaces for ships, ship equipment, and rigs. Each race has its own set of interfaces.  The interface name has two parts, the Racial title, and the object type.  For Racial title, Amarr use the Occult, Caldari the Esoteric, Gallente the Incognito, and Minmatar the Cryptic.  For object type, ships use the Ship Data Interface, Modules use the Data Interface, and Rigs use the Tuner Data Interface.  So, for example, to invent on Caldari ships, you would use the Esoteric Ship Data Interface.
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*** For reference http://wiki.eveonline.com/en/wiki/Invention#Data_Interfaces
  
====Station Trading Skills====
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* You must use the same racial interface as the racial encryption method skill needed. For example, 1MN Afterburner invention requires Minmatar Encryption Methods. Therefore you need to have the Cryptic Data Interface for invention.
Station trading is all about volume. Your margins are going to be thin, and you'll need to save money everywhere you can. That means training Broker Relations and Accounting to 5.
 
  
Early in your trading career, these fractional percentages have a minimal impact i.e. if trained to level 5, you need to trade 667 million ISK of goods to earn back the 5 million ISK you spent on the Accounting skillbook. As you build your trading volume, however, these reductions are quite meaningful. Without getting into the math, training Broker Relations and Accounting to 5 will increase your profits by 11%.
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* Optional Items:
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** Base Item (optional item, but recommended)
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*** One optional item that can be included is a base item - a "named" Tech 1 item of the type you are trying to invent.
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*** These items increase the chance of a successful invention job significantly. The "Meta Level" of an item is the key factor.
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*** You can use Meta Level 1 to 4 ("named" tech I items) as a base item for invention - Meta 0 items have no effect, and you cannot use higher Meta Level items than Meta Level 4.  The higher the Meta Level of the base item, the better chances of success. Like datacores, this base item will be consumed during the Invention process, whether you are successful or not.
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** Decryptors (optional item, recommended for big expensive invention jobs, like T2 ships)
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*** Decryptors are an optional item that can be added to the invention process. Decryptors affect the invention chance of the process as well as the material efficiency, production efficiency, and number of runs of the created T2 bpc. Decryptors will be consumed during the Invention process, successful or not.
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*** When using no decryptor the base values for a T2 BPC are the following: Runs: 1 (ships) 10 Mods, ME: -4, PE: -4. Add the values from the decryptor to the base values to calculate the final outcome of the T2 BPC.
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*** Excellent guide to decryptors (including new ones introduced in the Odyssey update): http://eve-prosper.blogspot.com/2013/07/everything-you-never-wanted-to-know.html
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*** For general reference: http://wiki.eveonline.com/en/wiki/Invention#Decryptors_and_Tech_I_Items
  
Other skills you'll want to familiarize yourself with include:
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=== The invention process ===
  
*[http://wiki.eveonline.com/en/wiki/Trade Trade], [http://wiki.eveonline.com/en/wiki/Retail Retail], [http://wiki.eveonline.com/en/wiki/Wholesale Wholesale] and [http://wiki.eveonline.com/en/wiki/Tycoon Tycoon]: These skills increase the number of open market orders you may have.
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* For a step-by-step walkthrough of the invention mechanics, see this link: http://www.eve-wiki.net/index.php?title=Invention_Walkthrough
*[http://wiki.eveonline.com/en/wiki/Procurement Procurement], [http://wiki.eveonline.com/en/wiki/Marketing Marketing], [http://wiki.eveonline.com/en/wiki/Daytrading Daytrading] and [http://wiki.eveonline.com/en/wiki/Visibility Visibility]: These skills allow you to buy, sell and modify orders in stations other than your current one. Note: With these skills each trained to level 2, you can station trade in Hek while docked in Aldrat.
 
*[http://wiki.eveonline.com/en/wiki/Margin_Trading Margin Trading]: This skill allows you to reduce the amount of escrow required when putting in a buy order, effectively letting you place buy orders for more money then you actually have.  (But you still need the ISK to be available when the Buy order goes through.)
 
*[http://wiki.eveonline.com/en/wiki/Social Social], [http://wiki.eveonline.com/en/wiki/Connections Connections]: Increases your standing so you pay less in taxes. Caveat: Broker fees are based on your ''base'' faction and corporate standing. The Connections skill does ''not'' affect broker fees paid on an order.
 
  
Guides:  
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* First, acquire all the requirements that you need for invention.
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** Check the Invention tab on your Tech I blueprint for all the required skills and materials.
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** Acquire a blueprint copy (BPC) for your Tech I item - make the number of production runs on this BPC to the maximum possible.  (For example, on a Power Diagnostic System I BPC, the maximum number of runs is 300.)
 +
** Train the skills to the recommended levels.
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** Buy (or manufacture) the required items: BPC, data interface, datacores.
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** Acquire the base item (named meta 1-4 item) and/or decryptor, if you wish to use optional items to boost your chance of success.
  
*[http://wiki.eveuniversity.org/w/images/c/c2/E-UNI_Guide_to_Making_ISK_Pt_1.mp3 Guide to Making ISK Part 1: Station Trading][http://bit.ly/tXonjk Notes]
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* Transport all required items to a station (or POS) that has public research labs.
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** For example, Poteque Pharma Biotech Research station at Reset VII-11 provides public research labs.
 +
** Note that the UNI research POS does not provide support for invention jobs as game mechanics do not allow corp inventions to be installed at an alliance PoS.
  
*[http://wiki.eveuniversity.org/w/images/d/d0/E-UNI_Guide_to_Making_ISK_Pt_2.mp3 Guide to Making ISK Part 2: Managing Multiple Businesses] [http://bit.ly/rrJPHr Notes]
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* Select your Tech I BPC, right click on it, and select "Invention".
  
*[http://wiki.eveuniversity.org/w/images/7/7c/E-UNI_Guide_to_Making_ISK_Pt_3.mp3 Guide to Making ISK Part 3: Managing Friends and Enemies] [http://bit.ly/xfT9A0 Notes]
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* Complete the invention research job dialogue box:
 +
** Installation: select the research lab that will conduct the invention job.
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** Blueprint: select the Tech I BPC for this invention job.
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** Input/Output: show the location(s) for all required items needed for the job, and where you would like the Tech II BPC to be deposited, if successful.
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** Base Item: if you include an optional meta 1-4 item, select it here.
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** Decryptor: if you include a decryptor, select it here.
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** Output Type: if you can produce one of several types of Tech II BPCs from this invention job, select the desired output here.  For example, conducting research on a Gallente Atron frigate can produce either an Ares or Taranis interceptor, depending on what you select.
  
*[http://eve-files.com/dl/251499 Guide to Making ISK Part 4: Titan Production] [https://docs.google.com/a/mailsort.info/file/d/0BywKzjZACDzNN2Q5MzJiNjItYWUzNy00MzljLThlYzUtZTAyNTVhMjdkZWYx/edit?hl=en_US Notes]: Excellent station trading guides by Eve trillionaire Sinqlaison
+
* Start the job and wait for the outcome.  You can monitor the status of your invention jobs by clicking the Science & Industry button on your [[NeoCom|NeoCom]], and select the 'Jobs' tab, then pressing the "Get Jobs" button. If you click on your job listing, the dialog will show useful things, including how long the job has to complete. This updates in real time, so you can leave the dialog up if you want a second-by-second countdown timer. Wait times for invention jobs range from about an hour for simple modules, up to several days for large ships.
  
*[http://rapidshare.com/files/385410126/StationTrading.mp3 Station Trading 101][[Station Trading 101|(notes)]] and [http://rapidshare.com/files/385411004/StationTrading2.mp3 102][[Station Trading 102|(notes)]]: classes by Turhan Bey
+
* When you select a completed job (from the Science & Industry listing on your [[NeoCom|NeoCom]]), there will be a Deliver button at the bottom of the dialog. Click that to have the product of your job delivered to you.
  
*[http://wiki.eveuniversity.org/How_to_identify_items_to_trade How to Identify Items to Trade]: Bullworth Burger method of identifying items to station trade.
+
* When delivered, you'll get either a "You were successful!" or a "You failed." message.
 +
** Items are consumed by the invention process, whether successful or not.
  
*[[Lessons Learned By A Budding Trader]]
+
* If successful, you'll get a Tech II item BPC.
 +
** Tech II module BPCs have runs of 10 items, unless modified by a decryptor.
 +
** Tech II ship BPCs have runs of 1 item, unless modified.
 +
** ME and PE on these Tech II BPCs are awful, so you'll have higher than normal requirements for manufacturing, including some specialty items.  These items can be manufactured through Planetary Interaction, or in POS in null sec or low-sec space that conduct moon mining.  But most starting inventors simply acquire them using buy orders in trade hubs.
  
*[http://soundcloud.com/alexkal1/irdalth-delrars-impromtu Irdalth Delrar's Impromtu Station Trading Guide]
+
=== Maximizing invention success ===
  
=== Refining  ===
+
* Ultra-useful invention chance calculator: http://games.chruker.dk/eve_online/invention_chance.php
  
Basically, refining for profit means training up some refining skills, getting good standing with your current station's corp and then refining ore bought on the market. Most ore on the market is sold by miners without refining skills or who don't know better, so the margins are usually pretty good.  
+
* The chance for a succesful invention is calculated by this formula: Invention_Chance = Base_Chance * (1 + (0.01 * Encryption_Skill_Level)) * (1 + ((Datacore_1_Skill_Level + Datacore_2_Skill_Level) * (0.1 / (5 - Meta_Level)))) * Decryptor_Modifier
 +
** Base Chance
 +
*** Modules and Ammo have a base probability of 40%
 +
*** Frigates, Destroyers, Freighters and Skiff have a base probability of 30%
 +
*** Cruisers, Industrials and Mackinaw have a base probability of 25%
 +
*** Battlecruisers, Battleships and Hulk have a base probability of 20%
 +
*** In summary, it's not difficult to get a good chance of success for modules, but progressively more difficult for ships as their size increases.  This is why investing in some decryptors is a good idea for Tech II ship invention jobs.
 +
** (Racial) Encryption Skill Level
 +
*** 0.01 x Encryption Skill Level (so something between 0.01 and 0.05)
 +
** Science Skills (one for each of the required datacores)
 +
*** 0.02 x Combined Level of Advanced Science Skills (so something between 0.04 and 0.2)
 +
** Tech I Meta Level Item (optional)
 +
*** Metalevel 0 item does not improve invention probability
 +
** Decryptor (optional)
 +
*** See table above for probability multiplier
  
Skills:  
+
* For example, using the invention chance calculator, enter these values:
 +
** Let's say we are inventing Power Diagnostic System II module blueprint copies, so select a Base chance value of 40%
 +
** Enter 3 for the level of your encryption skill - a moderate level of proficiency
 +
** Enter 4 for each of the two science skill levels - for a PDS, that would be High Energy Physics and Quantum Physics
 +
** Enter Metalevel 4 for our base item - for a PDS, this would be a "Beta Reactor Control: Diagnostic System I"
 +
** Enter None for decryptor
 +
** Press the "Recalculate" button.  The probability of success is... 74.16%
 +
** Now enter Metalevel 0 for the base item and recalculate.  The probability of success is now... 47.79% - this illustrates the value of using higher meta level base items in invention jobs.
 +
** You can experiment with different skill levels and items to see how the probability changes.  Use this to determine the levels of skills you wish to train, and whether you want to invest in meta level items or decryptors.
  
*[http://wiki.eveonline.com/en/wiki/Refining Refining], [http://wiki.eveonline.com/en/wiki/Refinery_Efficiency Refinery Efficiency] - Increases your base refine amount.
+
* Note that the following factors have no impact on the probability of invention success:
*[http://wiki.eveonline.com/en/wiki/Social Social], [http://wiki.eveonline.com/en/wiki/Connections Connections] - Increases your standing so the station takes less ore.
+
** Using meta level 0 base items (as previously described)
 +
** Material Level of the input BPC
 +
** Productivity Level of the input BPC
 +
** Licensed runs of the input BPC (though it can affect output BPC runs)
 +
** How attractive, charming or brilliant you are  :-)
  
Guides:  
+
* A few helpful guidelines:
 +
** Encryption skill affects the chance of success moderately - training up to level 3 is useful - beyond that, it produces only very slight improvement
 +
** Science skills affect success most significantly - train up to at least level 4, and eventually to level 5 if you are going to be producing significant amounts of certain items
 +
** Higher meta-level Tech I items can also affect success significantly - while optional, use meta 3 or 4 items (when affordable) if you can.  You can place buy orders in the market to get some of these at very low prices from mission-runners who want to dump their loot.
 +
** Decryptors can virtually guarantee success, but can also be very expensive - in general, use these only for big items like Tech II ships.
 +
** To maximize profits from invention, you need to minimize your investment costs.  This means using buy orders to purchase invention items in the market: datacores, meta items, decryptors.  You'll also want to shop around to different stations to find the most affordable blueprint copying and invention research labs - they all charge fees for their services, and some more than others.
 +
** A very good invention profitability calculator: http://www.eve-market-guide.com/
 +
** An easy to use tool for analyzing the profitability of T2 invention and manufacturing: http://bp.cherry.frubar.net/
 +
** Another helpful tool for analyzing the potential value of invention jobs is Eve-MEEP: http://sites.google.com/site/evemeep/
 +
** As you gain more experience in invention, you can experiment with different investments in your mix of skills, meta level items, and decryptors.  Many inventors tire quickly of depending on public resources for blueprint copying, which are always in short supply.  If you are going to be a serious producer of Tech II items, you will eventually want to establish a research POS, so that you always have lab slots available for copying and invention jobs.  But that is the subject of another entire class....
  
*[[Refining]]
+
===Class Wrap-up===
*[http://eve.podzone.net/refining.php Refining effiency calculator] / [http://eve.battleclinic.com/ore_compression_calculator.php Ore compression calculator]
 
  
=== Speculation  ===
+
* Thanks for attending!
 
+
** If you liked the class, please send me a tip of 1 ISK, and include a comment when you send it.
Speculation is the act of buying goods in the hope that their price will rise in the future. For example, PLEX prices can rise to roughly 400million ISK during the summer holidays, so buying them earlier in the year and selling them in the summer can create a large profit. Speculation can also occur on patch changes or market stampedes.
+
** I would appreciate any feedback from people on how to improve the class, positive or negative - send me an EVE mail with your ideas or critique.
 
+
* Good luck, and may you become rich and powerful as a Tech II inventor!
== Tips and Tricks  ==
+
* Questions?
 
 
As with other aspects of Eve, the first rule of trading is to never invest what you can't afford to lose.
 
 
 
=== 0.01 ISK-ing ===
 
Once you get into trading, you will notice that a lot of people tend to over/undercut you by just 0.01 ISK per unit. Quite a few new players seem to have a problem with this - often getting annoyed to the point where they radically change their orders, slashing huge chunks off their profits. However, a more useful way to look at the 0.01-isking is that it is simply the game mechanism by which a logged on and active trading player has the advantage over logged off or AFK traders. Over or undercutting your competitors by just 0.01 ISK is precisely how this is achieved. So when someone else over/undercuts you by just 0.01 ISK, they are just getting their turn at the front of the queue. If you are there, updating your orders, you can simply update your orders and it is back to your turn to be at the front of the queue... On the other hand if you are not there, or not logged on, don't get so bent out of shape when someone that ''is'' active happens to be reaping the rewards.
 
 
 
And when you start doing some 0.01-isking of your own, try using your mouse-wheel to bump your price. You might like it, specially since it can be quite quick once you get used to it.
 
 
 
Of course, sometimes the market for a particular item is simply unrealistic, or maybe you need your trades to go through quickly for some reason - a radical price change might be called for... but a good trader will have identifiable reasons for making such a change, rather than it just being an emotional "''I'll show you!''" response to being 0.01-isked.
 
 
 
=== Finding items that are good to trade ===
 
 
 
There is an incredibly simple 3-step plan for finding good trading items:
 
 
 
#Click on a market category, and start looking at the orders and market details for each item
 
#Switch to another category, and keep looking at each item.
 
#Look at items some more.
 
 
 
With that said, it's important to know what you're looking for, and hopefully the [[How to identify items to trade|burger method]] and the tips on this page should be enough. Generally, for station trading, you want to find items that:
 
 
 
*have a high and fairly constant demand. You can check item demand by looking at the volume sold chart in the market details. While some items might have huge margins, if the volume sold is small or infrequent then there is much more risk associated with that item.
 
*actually sell for the buy and sell orders listed. You can check this by looking at the market details and seeing whether the range of prices includes the current best buy and sell orders. Hopefully the median price should be somewhere between the two.
 
 
 
Good items to trade are (depending on region and current market) meta-4 items (e.g. arbalest launchers): they can't be produced and some of them have better or the same attributes as their T2 counterparts.
 
 
 
Remember to diversify between different items so that if you market breaks down you don't lose all your money.
 
 
 
<br>
 
 
 
=== Trading Math  ===
 
 
 
Like almost all of Eve there is math. Fortunately most of the math in trading is basic math and/or the game does the math for you. Incase if you want to find out how much you will be paying or selling an item please use the following equation.
 
 
 
'''X'''=The amount of units you want to buy or sell
 
 
 
'''U'''=The price of one unit of what your trying to buy or sell
 
 
 
'''P<sub>1</sub>'''=The overall cost of all the units you want to sell
 
 
 
'''P<sub>2</sub>'''<sub></sub>=The overall cost of the units you want to buy
 
 
 
'''B'''=The broker percentage in decimal form
 
 
 
'''E'''=The amount that you will get after a sell
 
 
 
'''A'''=The amount you will have to pay to buy something
 
 
 
<br>
 
 
 
'''X * U = P<sub>1</sub>'''
 
 
 
'''P<sub>1</sub> - (P<sub>1</sub> * B) = E'''
 
 
 
<br> '''X * U = P<sub>2</sub>'''
 
 
 
'''P<sub>2</sub> + (P<sub>2</sub> * B) = A'''
 
 
 
<br> So saying if you were buying PLEX for 100 isk each and you want 100 PLEX the amount you would have to pay after a 10% broker fee is 11,000 in isk. The equation for this is below
 
 
 
<br>
 
 
 
'''100 * 100 = 10000'''
 
 
 
'''10000 + (10000 * .1) = 11000'''
 
 
 
<br>
 
 
 
And if you want to sell the same PLEX for the same price and amount and same brokers fee you will get 9000 isk and the equation will look like this
 
 
 
<br>
 
 
 
'''100 * 100 = 10000'''
 
 
 
'''10000 - (10000 * .1) = 9000'''
 
 
 
<br>
 
 
 
=== Trend lines<br>  ===
 
 
 
Trend lines are used in the real world to help self brokers and stock brokers find out future events in the stock market, or more commonly known as a technical analysis. To use a trend line all you need to do is find a way to draw a line from peak to peak and trough to trough in the line graph on price history on an item. You will want to draw a line that hits at least 2 to 3 peaks and another that hits 2 to 3 troughs. This will tell you that the price should fall between the 2 lines and if the prices hits one of the lines or go a little past it then its time to buy or sell the item in Eve. The trick to this in both Eve and the real world is to do this and know what you're doing as fast and right as possible.  
 
 
 
You should be able to look at a graph in 5 min and say if it's a good buy or sell for you if you're buying and selling short term. You can use anything and personally I used a gum wrapper in the past to make $25k in the real world. The only trick to using something is it must be straight. If worst comes to worst you can press print screen, paste the image into paint and make the trend line there but if you do this you will lose some valuable time.
 
 
 
Because there is so much information already out there [http://stockcharts.com/school/doku.php?id=chart_school:chart_analysis:trend_lines here is a link that gets in detail on what you should do to make and read a trend line.]
 
 
 
Lastly heres is another [http://www.youtube.com/watch?v=5v72zMtO3Mk video that shows you how the trend line works on line graphs.]
 
 
 
<br>
 
 
 
=== Scams to avoid  ===
 
 
 
*Trade routes or courier contracts might be set up by pirates - a camp could be waiting on one of the jumps on the route to collect your ship, their goods and the collateral.
 
*Courier contracts might be set up to deliver to a player-owned station with a large docking fee - you are forced to not dock and lose the collateral, or dock and pay the fee.
 
 
 
A good way to avoid courier contract scams is to only accept contracts for routes you were planning on hauling anyway, and to not accept contracts to player owned stations.
 
 
 
=== Trading Cost Modifiers  ===
 
 
 
*[http://wiki.eveonline.com/en/wiki/Broker_Relations Broker Relations] (Rank 2) [Req: Trade 2] reduce base broker fee by 5% per level
 
*[http://wiki.eveonline.com/en/wiki/Accounting Accounting] (Rank 3) [Req: Trade 4]: reduces sales tax by 10% per level
 
*[http://wiki.eveonline.com/en/wiki/Margin_Trading Margin Trading] (Rank 3) [Req: Accounting 4]: reduces escrow requirement for buy orders by an additional 25% per level
 
 
 
Whenever you set up a buy or sell order, you will have to pay the broker fee: 1% of the total order (0.75% at max skills), modified by standings. Whenever each unit gets sold, the seller will pay 1.5% of the sell price as a transaction tax (0.75% at max skills).  The fees show up in the wallet journal as "Brokers Fee" and "Transaction Tax".
 
 
 
So the typical station trader with zero standings will pay 2.5% of the order price as fees/taxes, 1.5% at max skills. This is important to take into account when calculating your profit, but of course the standings below can change that further.
 
 
 
==== Standings  ====
 
 
 
[[:Category:Eve Lexicon#Standings|Faction and corporation standings]] relevant to the station the orders are placed in will have an effect on the broker fee. Faction standings contribute significantly more than corp standings. Note that the ''unmodified'' standing is used for the calculation. The exact formula is:
 
 
 
:''BrokerFee&nbsp;% = (1% – 0.05% × BrokerRelationsSkillLevel) / e ^ (0.1 × FactionStanding + 0.04 × CorporationStanding)''
 
 
 
:[[File:Brokerfeeequation.png]]
 
 
 
Here is also a link to a graph displaying the fee[http://dl.eve-files.com/media/corp/Thoraemond/eve-market-order-broker-fees-20110417.png].
 
 
 
With 10 faction and corp standing, the broker fee is reduced to 0.185%, saving you more than 1% through the buy and sell process.
 
 
 
[[Category:Guides]] [[Category:Industry]] [[Category:Trading]]
 

Revision as of 02:23, 11 May 2014

Drafting

Class Information

This is a syllabus for a class provided by EVE University. This section contains information about this class and its contents. General Information includes materials to create a proper class listing on the EVE University forum. Additional resources and teaching tips are listed under Notes for the Teacher.

General Information

Post this in the forums (remember to change the date and time)

[size=200][color=#FFFF00][b]Intro to Tech II Invention[/b][/color][/size]

[img]http://i757.photobucket.com/albums/xx216/ScoopIrish/madscientist.jpg[/img]

This class introduces players to the Invention process, required for lucrative Tech II manufacturing.

[color=#FFFF00]When:[/color] Date and EVE Time
[color=#FFFF00]Where:[/color] Public Mumble and Lecture.E-UNI 
[color=#FFFF00]Duration:[/color] ~1 hour for lecture and Q&A

[color=#FFFF00]Topics Covered:[/color]
[list][*]What is invention?
[*]Required skills for invention
[*]Required equipment for invention
[*]The invention process - step by step
[*]Maximizing your chance for invention success
[*]Introduction to advanced invention topics
[*]Q&A [/list]
[color=#FFFF00]Student requirements:[/color]
[list][*]Mumble registration and access - make sure you have Mumble sorted out and operational well before the class begins. Use this guide for set-up: [url]http://eveuni.org/publicmumble[/url].
[*]Access to the Lecture.E-UNI in-game chat channel.
[*]This class is entirely lecture, punctuated by Q&A throughout.[/list]

[color=#FFFF00][b]Questions?[/b][/color] Ask in this thread.

Notes for the Teacher

Required materials:

Class Contents

Introduction

Welcome to Invention 101. Invention is the process in EVE that produces Tech II blueprint copies, from which one can manufacture advanced technology items and ships. Tech II items command higher prices in the market and can be a very lucrative way for players to earn ISK. However, for those that are not well prepared, trying to perform invention can be a costly nightmare.

This course is designed primarily for players that are thinking about getting into manufacturing of advanced technology items - and in so doing, benefit from the higher prices of Tech II items in the market.

Over the next hour, I will explain how the invention process came about in EVE, what kind of skills and equipment you need to perform invention, how the process actually works, and some methods for maximizing the success of your invention efforts.

(Instructor should then introduce himself or herself - covering relevant experience level and background.)

We have a few ground rules for this class:

  • Please configure your Mumble settings for "Push to Talk" if you have not already done so.
  • Feel free to type any questions in the Class.E-UNI chat channel as we proceed - I will try to answer your questions as they come during the class. [At the end of my lecture, we'll open Mumble for any further questions or general discussion.]
  • There are no practical exercises in this class. However, I recommend that you be docked up and somewhere safe during this lecture.

Everyone ready? OK, then - let's begin....

What is invention?

  • Invention is the means by which you produce blueprint copies for Tech II items and ships in EVE, which can then be sold on the market, or (more popularly) be used to manufacture those items for sale or personal use in the game.
  • A little history about Tech II production....
    • Once upon a time, CCP decided that Tech II items and ships would be a cool thing to offer to EVE players.
    • This, however, presented a problem. To maintain play balance, Tech II items had to be more expensive and harder to get than Tech I items, since they represent a significant improvement in performance. They couldn't simply seed Tech II blueprints in stations, as Tech I BPOs are provided, or else no one would ever make Tech I items anymore. And so, in their infinite wisdom, CCP created the Tech II BPO lottery, where a limited number of Tech II blueprint originals were awarded to players, based on the number of research datacores they owned. This happened with the Castor expansion in 2003.
    • This solution, naturally, presented some new problems. The production of Tech II items was reserved to a relatively small number of experienced EVE players who were lucky enough to get one of the BPOs. This allowed them to control the prices completely, making T2 items dreadfully expensive. Also, there were rumors abound that CCP was rigging the lottery to favor certain players or corporations, making it unfair.
    • So, in their now smarter infinite wisdom, CCP developed the invention process with the Revalations expansion in 2006, which allows any EVE player to produce Tech II blueprint copies, after a significant investment in skills, materials, and equipment. The invention process produces limited-run Tech II blueprint copies, but with a chance of failure, thus making Tech II item production more difficult, but still attractive enough to warrant investment by players. Since BPCs produce limited runs of items, unlike BPOs, the invention process also keeps Tech II item production at a much more intensive but more limited level than Tech I production.
    • Tech II BPOs still exist in EVE, and are highly prized and hideously expensive. Their owners have gotten very rich in the game, and they guard their use very diligently. Many have speculated that Tech II BPOs may one day be discontinued - if this ever happens, then the invention process will be the sole source of advanced tech items in the game.
  • A player using the invention process takes a blueprint copy for a lower tech item, adds certain specialized equipment, and attempts to create a blueprint copy for a higher tech item. Although it sounds simple, invention can be very expensive and difficult to do successfully.
  • Let's look at a Tech I item blueprint and get familiar with some useful information about invention.
    • Click on the link in chat for the "1MN Afterburner I Blueprint"
    • You'll see two tabs on the blueprint - one for "Attributes" and the other for "Bill of Materials".
      • The Attributes tab tells you how efficiently you can produce items from this blueprint - it shows the Material Level, Wastage, Productivity Level, and times for manufacturing time and various types of research. We are not going to cover the definitions of these items in this class. For now, you only need to know that blueprint efficiency is completely irrelevant to the invention process.
      • The Bill of Materials tab tells you what you need to manufacture the item, or to invent a higher technology version of that item. Click on the "Invention" tab. Here you'll see the required skills and materials required to conduct invention for this item.

Required skills for invention

  • You need to train several different types of skills in order to perform the invention process:
    • Basic skills - to give you access to encryption and advanced science skills
    • Encryption Method skills - there are one for each of the four races (Amarr, Gallente, Caldari, Minmatar), and every Tech II item requires a specific one
    • Advanced Science skills - each Tech II item requires at least two of these
  • The basic skills needed for invention are:
    • CPU Management II
    • Power Grid Management II
    • Electronics Upgrades III
    • Science V
    • Hacking II
  • There are four racial encryption methods skills:
    • Amarr Encryption Methods
    • Caldari Encryption Methods
    • Gallente Encryption Methods
    • Minmatar Encryption Methods
    • Each T2 item is associated with one of these encryption methods.
  • Each item also has two advanced science skills associated with it. The advanced science skills are:
    • (Racial) Starship Engineering - one for the four racial factions (Amarr, Gallente, Caldari, Minmatar)
    • Electromagnetic Physics
    • Electronic Engineering
    • Graviton Physics
    • High Energy Physics
    • Hydromagnetic Physics
    • Laser Physics
    • Mechanical Engineering
    • Molecular Engineering
    • Nanite Engineering
    • Nuclear Physics
    • Plasma Physics
    • Quantum Physics
    • Rocket Science
  • An inventor must have the basic skills, the proper encryption method skill, and the two science skills trained, as required for each item, in order to start an Invention job. Higher skill levels of the encryption methods and science skills lead to a better chance of invention. The basic skills do not alter your success chances.
    • In order to see which skills are required, look in the Invention tab in a blueprint for any Tech I item.
    • For example, 1MN Afterburner invention requires:
      • Minmatar Encryption Methods 1
      • Molecular Engineering 1
        • Science 5
        • Mechanic 5
      • Rocket Science 1
        • Science 5
        • Electronics 5
    • You should train encryption skills to at least level 3, and advanced science skills at least to level 4, to have a good chance of invention success.
    • This handy reference guide shows how different combinations of science skills and corresponding datacores can be used to invent different items: http://dl.eve-files.com/media/0704/Invention.zip

Equipment for invention

  • There are 3 mandatory items and 2 optional items needed for invention.
  • If you look on the "Info" for the BPC, there will be an Invention tab under the Bill of Materials. This tab will show all the needed items for the job. It does not include the optional items.
  • Mandatory Items:
    • Blueprint copy (mandatory item)
      • You must have a T1 blueprint copy (BPC) of the T2 item you wish to create. If the Invention job is successful, this BPC will be changed from T1 to T2. If the job is unsuccessful, the BPC will be destroyed.
      • The Material Efficiency and Production Efficiency of the BPC does not matter for an Invention job. The only attribute that matters is the number of runs on the BPC. This will directly affect the number of runs of the T2 BPC.
    • Datacores (mandatory items)
      • Each invention job will require two types of datacores. The number of datacores needed depends on the size of the object created. Small modules only require one datacore of each type while battleships require 32 of each type.
      • To learn how to acquire datacores, please attend the Datacore Farming 101 class.
    • Data Interface (mandatory item)
      • Each job will require a data interface. These items are only used to start the Invention process and are not consumed. That means a single interface can start an infinite number of jobs. So, if you ever decide to go into T2 manufacturing on a large scale, you only need to purchase a single set of interfaces.
      • There are different sets of interfaces for ships, ship equipment, and rigs. Each race has its own set of interfaces. The interface name has two parts, the Racial title, and the object type. For Racial title, Amarr use the Occult, Caldari the Esoteric, Gallente the Incognito, and Minmatar the Cryptic. For object type, ships use the Ship Data Interface, Modules use the Data Interface, and Rigs use the Tuner Data Interface. So, for example, to invent on Caldari ships, you would use the Esoteric Ship Data Interface.
      • For reference http://wiki.eveonline.com/en/wiki/Invention#Data_Interfaces
  • You must use the same racial interface as the racial encryption method skill needed. For example, 1MN Afterburner invention requires Minmatar Encryption Methods. Therefore you need to have the Cryptic Data Interface for invention.
  • Optional Items:
    • Base Item (optional item, but recommended)
      • One optional item that can be included is a base item - a "named" Tech 1 item of the type you are trying to invent.
      • These items increase the chance of a successful invention job significantly. The "Meta Level" of an item is the key factor.
      • You can use Meta Level 1 to 4 ("named" tech I items) as a base item for invention - Meta 0 items have no effect, and you cannot use higher Meta Level items than Meta Level 4. The higher the Meta Level of the base item, the better chances of success. Like datacores, this base item will be consumed during the Invention process, whether you are successful or not.
    • Decryptors (optional item, recommended for big expensive invention jobs, like T2 ships)
      • Decryptors are an optional item that can be added to the invention process. Decryptors affect the invention chance of the process as well as the material efficiency, production efficiency, and number of runs of the created T2 bpc. Decryptors will be consumed during the Invention process, successful or not.
      • When using no decryptor the base values for a T2 BPC are the following: Runs: 1 (ships) 10 Mods, ME: -4, PE: -4. Add the values from the decryptor to the base values to calculate the final outcome of the T2 BPC.
      • Excellent guide to decryptors (including new ones introduced in the Odyssey update): http://eve-prosper.blogspot.com/2013/07/everything-you-never-wanted-to-know.html
      • For general reference: http://wiki.eveonline.com/en/wiki/Invention#Decryptors_and_Tech_I_Items

The invention process

  • First, acquire all the requirements that you need for invention.
    • Check the Invention tab on your Tech I blueprint for all the required skills and materials.
    • Acquire a blueprint copy (BPC) for your Tech I item - make the number of production runs on this BPC to the maximum possible. (For example, on a Power Diagnostic System I BPC, the maximum number of runs is 300.)
    • Train the skills to the recommended levels.
    • Buy (or manufacture) the required items: BPC, data interface, datacores.
    • Acquire the base item (named meta 1-4 item) and/or decryptor, if you wish to use optional items to boost your chance of success.
  • Transport all required items to a station (or POS) that has public research labs.
    • For example, Poteque Pharma Biotech Research station at Reset VII-11 provides public research labs.
    • Note that the UNI research POS does not provide support for invention jobs as game mechanics do not allow corp inventions to be installed at an alliance PoS.
  • Select your Tech I BPC, right click on it, and select "Invention".
  • Complete the invention research job dialogue box:
    • Installation: select the research lab that will conduct the invention job.
    • Blueprint: select the Tech I BPC for this invention job.
    • Input/Output: show the location(s) for all required items needed for the job, and where you would like the Tech II BPC to be deposited, if successful.
    • Base Item: if you include an optional meta 1-4 item, select it here.
    • Decryptor: if you include a decryptor, select it here.
    • Output Type: if you can produce one of several types of Tech II BPCs from this invention job, select the desired output here. For example, conducting research on a Gallente Atron frigate can produce either an Ares or Taranis interceptor, depending on what you select.
  • Start the job and wait for the outcome. You can monitor the status of your invention jobs by clicking the Science & Industry button on your NeoCom, and select the 'Jobs' tab, then pressing the "Get Jobs" button. If you click on your job listing, the dialog will show useful things, including how long the job has to complete. This updates in real time, so you can leave the dialog up if you want a second-by-second countdown timer. Wait times for invention jobs range from about an hour for simple modules, up to several days for large ships.
  • When you select a completed job (from the Science & Industry listing on your NeoCom), there will be a Deliver button at the bottom of the dialog. Click that to have the product of your job delivered to you.
  • When delivered, you'll get either a "You were successful!" or a "You failed." message.
    • Items are consumed by the invention process, whether successful or not.
  • If successful, you'll get a Tech II item BPC.
    • Tech II module BPCs have runs of 10 items, unless modified by a decryptor.
    • Tech II ship BPCs have runs of 1 item, unless modified.
    • ME and PE on these Tech II BPCs are awful, so you'll have higher than normal requirements for manufacturing, including some specialty items. These items can be manufactured through Planetary Interaction, or in POS in null sec or low-sec space that conduct moon mining. But most starting inventors simply acquire them using buy orders in trade hubs.

Maximizing invention success

  • The chance for a succesful invention is calculated by this formula: Invention_Chance = Base_Chance * (1 + (0.01 * Encryption_Skill_Level)) * (1 + ((Datacore_1_Skill_Level + Datacore_2_Skill_Level) * (0.1 / (5 - Meta_Level)))) * Decryptor_Modifier
    • Base Chance
      • Modules and Ammo have a base probability of 40%
      • Frigates, Destroyers, Freighters and Skiff have a base probability of 30%
      • Cruisers, Industrials and Mackinaw have a base probability of 25%
      • Battlecruisers, Battleships and Hulk have a base probability of 20%
      • In summary, it's not difficult to get a good chance of success for modules, but progressively more difficult for ships as their size increases. This is why investing in some decryptors is a good idea for Tech II ship invention jobs.
    • (Racial) Encryption Skill Level
      • 0.01 x Encryption Skill Level (so something between 0.01 and 0.05)
    • Science Skills (one for each of the required datacores)
      • 0.02 x Combined Level of Advanced Science Skills (so something between 0.04 and 0.2)
    • Tech I Meta Level Item (optional)
      • Metalevel 0 item does not improve invention probability
    • Decryptor (optional)
      • See table above for probability multiplier
  • For example, using the invention chance calculator, enter these values:
    • Let's say we are inventing Power Diagnostic System II module blueprint copies, so select a Base chance value of 40%
    • Enter 3 for the level of your encryption skill - a moderate level of proficiency
    • Enter 4 for each of the two science skill levels - for a PDS, that would be High Energy Physics and Quantum Physics
    • Enter Metalevel 4 for our base item - for a PDS, this would be a "Beta Reactor Control: Diagnostic System I"
    • Enter None for decryptor
    • Press the "Recalculate" button. The probability of success is... 74.16%
    • Now enter Metalevel 0 for the base item and recalculate. The probability of success is now... 47.79% - this illustrates the value of using higher meta level base items in invention jobs.
    • You can experiment with different skill levels and items to see how the probability changes. Use this to determine the levels of skills you wish to train, and whether you want to invest in meta level items or decryptors.
  • Note that the following factors have no impact on the probability of invention success:
    • Using meta level 0 base items (as previously described)
    • Material Level of the input BPC
    • Productivity Level of the input BPC
    • Licensed runs of the input BPC (though it can affect output BPC runs)
    • How attractive, charming or brilliant you are :-)
  • A few helpful guidelines:
    • Encryption skill affects the chance of success moderately - training up to level 3 is useful - beyond that, it produces only very slight improvement
    • Science skills affect success most significantly - train up to at least level 4, and eventually to level 5 if you are going to be producing significant amounts of certain items
    • Higher meta-level Tech I items can also affect success significantly - while optional, use meta 3 or 4 items (when affordable) if you can. You can place buy orders in the market to get some of these at very low prices from mission-runners who want to dump their loot.
    • Decryptors can virtually guarantee success, but can also be very expensive - in general, use these only for big items like Tech II ships.
    • To maximize profits from invention, you need to minimize your investment costs. This means using buy orders to purchase invention items in the market: datacores, meta items, decryptors. You'll also want to shop around to different stations to find the most affordable blueprint copying and invention research labs - they all charge fees for their services, and some more than others.
    • A very good invention profitability calculator: http://www.eve-market-guide.com/
    • An easy to use tool for analyzing the profitability of T2 invention and manufacturing: http://bp.cherry.frubar.net/
    • Another helpful tool for analyzing the potential value of invention jobs is Eve-MEEP: http://sites.google.com/site/evemeep/
    • As you gain more experience in invention, you can experiment with different investments in your mix of skills, meta level items, and decryptors. Many inventors tire quickly of depending on public resources for blueprint copying, which are always in short supply. If you are going to be a serious producer of Tech II items, you will eventually want to establish a research POS, so that you always have lab slots available for copying and invention jobs. But that is the subject of another entire class....

Class Wrap-up

  • Thanks for attending!
    • If you liked the class, please send me a tip of 1 ISK, and include a comment when you send it.
    • I would appreciate any feedback from people on how to improve the class, positive or negative - send me an EVE mail with your ideas or critique.
  • Good luck, and may you become rich and powerful as a Tech II inventor!
  • Questions?