Tech 3 Production
Reason: reactions mechanics changed with Lifeblood update, and thus T3 production too
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Introduction
Tech 3 ships - Strategic Cruisers and Tactical Destroyers - are made using materials obtained in wormhole space, some of which need to be processed in Refineries in Low/Null or WH Space and can be constructed in Upwell structures anywhere. As can be seen from the following flowchart there are 4 distinct manufacturing stages:
- React Polymers
- Construct Components
- Reverse Engineer subsystem and hull BPCs
- Construct subsystems and hulls
These steps, and the skills and materials for each are detailed below.
Polymer Reactions
Skills
- Reactions: 4% reduction of reaction time per skill level. Level 3 is needed for the Hybrid Polymer Reactions needed for T3 production.
- Mass Reactions: One additional reaction slot per Level (from the one slot base allowance).
- Advanced Mass Reactions: One additional reaction slot per level (for a maximum of 11 with both skills at 5).
Materials
- Polymer Reactions are seeded on the NPC market under Reactions > Polymer Reactions
- Fullerenes are obtained by harvesting gas sites in w-space. See Gas Cloud Mining for more details.
- Minerals are obtained from mining standard ores (either from Ores sites in w-space, or asteroid belts in k-space).
Process
Reactions in Refineries now work just like normal industry jobs. The refinery needs a Standup Hybrid Reactor I service module online and can be rigged for material and time efficiency using T1 or T2 rigs. Please ignore the silos shown in the above flowchart, they refer to the old reaction mechanics.
- Choose Reaction formula
- Set number of runs
- Set input & output location
- Press Start
- After run time has passed, press deliver
- Repeat as necessary
Subsystem Component Construction
Despite the name, these components are used to construct both the subsystems and the hulls. You can manufacture these in station facilities in k-space, or at a Component Assembly Array (contains major benefits for time and material efficiency) at a POS. The BPOs are available under Blueprints > Manufacture & Research > Components > Subsystem Components and may be researched & copied as normal.
Skills
Each subsystem component BPO needs:
- Electromagnetic Physics trained to II, plus one of
- Graviton Physics II
- High Energy Physics II
- Mechanical Engineering II
- Plasma Physics II
Materials
Construction of subsystem components is from two material sources:
- Ancient Salvage is obtained by salvaging Sleeper wrecks in w-space.
- Hybrid Polymers obtained from the reaction process as previously described.
Invention of BPCs
This is the process by which T3 BPCs - for hulls and subsystems - are invented. This process is very similar to the process of T2 Invention. The Invention interface looks like this:
The initial object required is an ancient relic, retrieved from Relic sites in w-space. Ancient relics look very much like BPOs, except with a yellow background instead of a blue one.
There are six different types ancient relics, each prefixed by a specific flavour (i.e. Intact, Malfunctioning or Wrecked, see below):
- Armor Nanobot - used to invent a Defensive Subsystem BPC
- Hull Section - used to invention a T3 cruiser hull BPC
- Power Cores - used to invent a Core Subsystem BPC
- Small Hull Section - used to invent a T3 destroyer BPC
- Thruster Sections - used to invent a Propulsion Subsystem BPC
- Weapon Subroutines - used to invent an Offensive Subsystem BPC
Each type of ancient relic comes in three different flavours:
- Intact - highest chance of BPC invention (26% base chance of success, 20-run BPC)
- Malfunctioning - medium chance of BPC invention (21% base, 10-run BPC)
- Wrecked - lowest chance of BPC invention (14% base, 3-run BPC)
Skills
Sleeper Encryption Methods (4x) is the basic skill required for every type of Ancient Relic.
Then each ancient relic needs its own two skills. The Subsystem Technology skills themselves each require a specific science skill at IV.
- Armor Nanobot - Hydromagnetic Physics (5x) & Defensive Subsystem Technology (5x) (which has a prerequisite of Nanite Engineering IV)
- Hull Section - Mechanical Engineering (5x) & Plasma Physics (5x)
- Power Cores - Quantum Physics (5x) & Core Subsystem Technology (which has a prerequisite of High Energy Physics IV)
- Small Hull Section - Mechanical Engineering (5x) & Plasma Physics (5x)
- Thruster Sections - Rocket Science (5x) & Propulsion Subsystem Technology (5x) (which has a prerequisite of Graviton Physics IV)
- Weapon Subroutines - Plasma Physics (5x) & Offensive Subsystem Technology (5x) (which has a prerequisite of High Energy Physics IV)
Materials
- Ancient Relics are gathered from Relic sites in w-space using an Relic Analyzer (Archaeology skill). Some also drop from Data sites.
- Tech 3 Subsystem Datacores are obtained from Data sites in w-space using a Data Analyzer (Hacking skill) and are required for invention of the various subsystems.
- Standard datacores are obtained from Factional Warfare LP stores, R & D agents, randomly from Data sites, or just the market and are required for both invention of the subsystems and of the T3 hulls.
Process
T3 invention is mostly identical to normal T2 invention. Datacores and decryptors (if used) are consumed whether the Invention is successful or not. As usual the chances of success and the number of runs of the invented BPC can be changed by using a decryptor.
The T3 invention process is fast with a base time of only one hour. With good skills and citadel bonuses, the time can easily be reduced to 25 or 30 minutes. One major difference with T2 Invention, however, is that only one job run per science job slot can be submitted at a time. Given the low base chance of success of the process, especially with Malfunctioning or Wrecked ancient relics, this prevent a player from submitting 20 runs overnight and hoping that over the number of runs one or two will have succeeded.
Most players will therefore want to have the required skills at least at III before attempting the invention process, and having them at IV will help to increase the chances of success. Many players doing T3 Invention will also use decryptors such as Attainment or Parity to increase the chances of success further.
Subsystem Construction
Skills
Construction of a subsystem requires the same two skills (not the Reverse Engineering skill) as needed to reverse engineer the ancient relic from which you found the BPC for this subsystem (see the previous section) plus three extra skills
- Advanced Medium Ship Construction (5x) to IV
- <Racial> Starship Engineering (5x) to IV
- Jury Rigging (2x) to V
T3 hull construction requires:
- Advanced Medium Ship Construction (5x) to V
- <Racial> Starship Engineering (5x) to V
- Mechanical Engineering (5x) to IV
Materials
- Components are created from salvage & hybrid polymers (see above)
- R.A.M.- Starship Tech is additionally required for hull construction, for which the BPO is sold by NPCs in k-space.
Process
Since Upwell, T3 components, subsystems and hulls can me manufactured in any Citadel or Engineering Complex with a Standup Manufacturing Plant I service module online. It works like any T1 industry job:
- Choose Blueprint
- Set number of runs
- Choose input and output locations
- Press Start
- Wait until the run time has passed and press deliver
- Rinse and Repeat
Final thoughts
As you are now in no doubt, T3 construction is one of the most complex manufacturing process in EVE. Most of the T3 production activity in EVE is carried out by wormhole-based corporations at their own structutes in w-space (although a fair amount is also done by sov null based corporations). The additon of Upwell Stuctures made it possible to assemble a T3 ship inside a wormhole. Previously the finished ship hull needed to be shipped out to k-space, assembled in station, and flown back into w-space for use since it was impossible to assemble a ship inside a POS.
T3 ships are therefore very expensive, with prices for a hull and all four subsystems (currently, June 2018) around the 300m-400m ISK mark.