Difference between revisions of "Manufacturing"

From EVE University Wiki
Jump to: navigation, search
(Changed all references to old skill names to proper names (Electronics to CPU Management and Engineering to Power Grid Management, respectively))
(re-worked entire page)
Line 1: Line 1:
[[Category:Guides]]
+
{{Template:Industry_Links}}
[[Category:Industry]]
+
 
[[File:Manufacturing.png|350px|right|An outline of the manufacturing process.]]
+
[[File:Manufacturing.png|thumb|left|400px|Not all T2 manufacturing jobs require every single input material.]]In the EVE universe, the vast majority of items are manufactured by player characters and traded in a relatively free way in the marketplace.  Students of economics will note that these markets are neither perfect nor efficient in the technical senses; volumes of many items are low enough that the market can be (and is) manipulated, and supply of materials and modules is partly provided by loot drops in missions, which can be adjusted without warning by the game developers.  Similarly, the developers may adjust the requirements for a manufacturing process, or increase the availability of ore, or otherwise mess in the sandbox.
In the EvE universe, most items are manufactured by player characters and traded in a relatively free way in the marketplace.  Students of economics will note that these markets are neither perfect nor efficient in the technical senses; volumes of many items are low enough that the market can be manipulated (and is), and supply of materials and modules is partly provided by loot drops in missions, which can be adjusted without warning by the game developers.  Similarly, the developers may adjust the requirements for a manufacturing process, or increase the availability of ore, or otherwise mess in the sandbox. So it's not a bad proxy for real life at that. (All these interventions have happened within the 90 days prior to this writing.)
 
  
Nonetheless, manufacturing and selling items can provide interest and ISK profit for the careful and canny player.  The player must be aware, however, that there are plenty of items which actually destroy value -- that is, there are a great number of T1 items, modules especially, that are worth '''less''' than the cost of manufacture.  There are many more items which can be sold at a profit, but only in a limited volume in certain markets.  Manufacture in these cases may simply be an alternative to hauling stuff between markets.
+
Nonetheless, manufacturing and selling items can provide interest and ISK profit for the careful and canny player.  The player must be aware, however, that there are plenty of items which actually destroy value - that is, there are a great number of T1 items, modules especially, that are worth '''less''' than the cost of manufacture.  There are many more items which can be sold at a profit, but only in a limited volume in certain markets.  Manufacture in these cases may simply be an alternative to hauling stuff between markets.
  
 
__TOC__
 
__TOC__
Line 10: Line 9:
 
==T1 Production==
 
==T1 Production==
  
===Skills===
+
Production of Tech 1 items - ships, modules, ammunition, or even components - is the simplest of manufacturing tasks, within reach of even the newest player to EVE. Although whether they will actually be able to make a profit is another question entirely. Very few skills are needed for T1 production, and the materials are often fairly easily acquired.
  
The following skills are useful or required for T1 production.  Most or all of these will be needed for T2/T3 production as well. Recommended minimum skills are Industry 3 and Material Efficiency 4. Supply Chain Management 1 is required to use the Uni POS service.
+
=== Skills Required ===
  
====Production Skills====
+
The following skills are useful or required for T1 production, and are found in the Production skill category.  Most or all of these will be needed for T2/T3 production as well.
Production skills are found in the Industry category.
 
  
Basic:
+
* {{sk|Industry|mult=yes}} - 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.
 +
* {{sk|Advanced Industry|mult=yes}} - 1% reduction in manufacturing time per skill level.
 +
: Currently this skill is very lacklustre, and probably not worth your time to train, especially given it's 3x multiplier. It may be worth it for construction jobs with particularly long durations: for example, capital ship construction - conveniently (or not), level V in this is required for the {{sk|Capital Ship Construction}} skill. CCP are looking at this skill again in the next expansion, so expect it to change to something more beneficial in the near future [https://forums.eveonline.com/default.aspx?g=posts&m=4813252#post4813252].
  
 
Increase number of concurrent jobs:
 
Increase number of concurrent jobs:
* {{sk|Mass Production|mult=yes|price=yes}} - Allows 1 additional job per level.  
+
* {{sk|Mass Production|mult=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 I up to 6 jobs at V.  Any industrialist who wants to create things will need to train this to IV or V fairly early in their plans.
* {{sk|Advanced Mass Production|mult=yes|price=yes}} - Allows 1 additional job per level.  
+
* {{sk|Advanced Mass Production|mult=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.
+
: Once you train Mass Production to V, you can then train Advanced Mass Production, for a further increase in concurrent jobs. Having this skill at IV gives you 10 manufacturing lines (1 + 5 + 4), which is enough for most people. Training to V takes around 28 days, making it only of interest to dedicated manufacturing characters.
 
 
Reduce materials needed:
 
* {{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.
 
  
 
Allow remote management of jobs:
 
Allow remote management of jobs:
* {{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.
+
* {{sk|Supply Chain Management|mult=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 - allowing you to manage your production lines for a distance.  If you invest in this skill, training to level III or maybe level IV would offer the most flexibility. Level V is barely even noticeable in most regions. Note that you still have to haul the materials and blueprint to the relevant station.
 
 
==== Research Skills ====
 
Research skills are found in the Science category.
 
 
 
Basic:
 
* {{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.
 
 
 
Time reduction:
 
* {{sk|Research|mult=yes|price=yes}} – 5% bonus to blueprint manufacturing time research per skill level.
 
* {{sk|Metallurgy|mult=yes|price=yes}} - 5% Bonus to material efficiency research speed per skill level.
 
 
 
Increase number of concurrent jobs:
 
* {{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:
 
* {{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:
 
* {{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.
 
  
 
==== Other Skills ====
 
==== Other Skills ====
* {{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.
+
* {{sk|Trade|mult=yes}} / {{sk|Retail|mult=yes}} / {{sk|Wholesale|mult=yes}} - 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|mult=yes|price=yes}}, {{sk|Procurement|mult=yes|price=yes}} and {{sk|Daytrading|mult=yes|price=yes}} - Allows remote management of market orders.
+
* {{sk|Marketing|mult=yes}} / {{sk|Procurement|mult=yes}} / {{sk|Daytrading|mult=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|mult=yes|price=yes}}, {{sk|Broker Relations|mult=yes|price=yes}}, {{sk|Accounting|mult=yes|price=yes}} - Reduces NPC taxes
+
* {{sk|Connections|mult=yes}} / {{sk|Broker Relations|mult=yes}} / {{sk|Accounting|mult=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.
  
 
=== Blueprints ===
 
=== Blueprints ===
All manufacturing jobs require a blueprint. These come in two forms: originals (BPOs) with infinite runs and copies (BPCs) that can only be run a limited number of times. For most blueprints, a single run of a blueprint will produce a single item, but there are some exceptions including ammo, which produces 100 ammo per run. BPCs are produced through copying (T1) and invention (T2).
+
{{main|Blueprint}}
 +
All T1 manufacturing jobs require a blueprint. These come in two forms: originals (BPOs) with infinite runs and copies (BPCs) that can only be run a limited number of times. For most blueprints, a single run of a blueprint will produce a single item, but there are some exceptions - most obviously ammunition, which produces 100 units per run. BPCs are produced through copying (T1) and invention (T2).
 +
 
 +
Many manufacturers use BPCs, copied from a BPO, to manufacture from, for a variety of reasons, including security and the ability to run multiple production lines. For more details, see [[Research#Why should I copy my BPOs?|Why should I copy my BPOs?]]
  
 
==== Selecting a Blueprint ====
 
==== Selecting a Blueprint ====
T1 BPOs are seeded by various NPC traders, with costs varying from 100,000 to 72 billion ISK. This can be a significant cost, especially to new players. Also significant is the amount of research time that may be spent on the blueprint. Selecting a good one versus a bad one is important!
+
T1 BPOs are seeded by various NPC traders, with costs varying from 100,000 to 75 billion ISK. This can be a significant cost, especially to new players. Also significant is the amount of research time that may be spent on the blueprint. Selecting a good one versus a bad one is important!
  
 
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. Loading the potential BPO into the Industry window will provide an estimate of the material cost.
* '''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.
+
 
 +
: [[File:Price_estimation.png]]
 +
 
 +
* '''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.
 
* '''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).
  
Line 77: Line 58:
  
 
==== Reducing the Cost of a Blueprint ====
 
==== Reducing the Cost of a Blueprint ====
Blueprints have a "Bill of Materials": this is a list of the materials and skills that a single run of the blueprint requires. Most simple blueprints require Industry 1 to run, although more advanced blueprints will require more advanced skills, probably increasing the total cost of owning the blueprint.
+
{{main|Research}}
 +
Performing Material Efficiency research on a blueprint will reduce your input costs, resulting in more profit per unit. Time Efficiency research will make your manufacturing times quicker, resulting in more profits per day (assuming your other time limits - having enough input materials and enough sales - can keep up with the decrease in manufacturing duration).
  
Blueprints have a number of attributes that affect the efficiency of the BPO. All newly purchased BPOs have a degree of wastage associated with them. These are split into:
+
Research a BPO takes time, which could otherwise be used for manufacturing - if you want short-term manufacturing, researching may not be worth it. For a serious manufacturing however, material efficiency research is always worth it, the only thing you need to find is the level of research (-1% ME to -10% ME) worth your while. Time efficiency research is less important for the smaller items that typically take an hour or so to manufacture, but can be vitally important in increasing profits when manufacturing large ships that may take a number of days to build.
* Material Level
 
: New BPOs will always use 10% or 25% more material than ideal, independent of character skill. The level of material waste is controlled by the Material Efficiency (ME) level, and can be reduced by performing Material Research at a laboratory slot. With no skills, blueprints will have an additional 20% material waste, which is reduced with the Material Efficiency skill.
 
: Material level research in public stations are extremely hard to find, and most stations have a queue of two weeks or more to do research. The University provides a [[Using the Uni POS for research|service to research BPOs]] for students who have the [Θ] Theta or Sophomore [[titles]].
 
: You may want to check the Contracts market for BPOs that are already researched if getting ME research completed is taking too long. While these BPOs are generally marked up 10x the normal purchase price (or much more!) the extra cost can usually be recouped in the time it would take to research the BPO yourself. Remember that while you are researching, the BPO is unavailable for use. A BPO in hand can be immediately used to generate revenue.
 
  
* Productivity Level
+
=== System Cost Index ===
: As with ME, the amount of time needed to produce the item will take x% longer than ideal. The level of time waste is controlled by the PE level, and performing Time Efficiency Research at a laboratory slot will reduce the wasted time during manufacture.
+
When you install an industrial job - manufacturing or research - you need to pay an installation cost. This installation cost is calculated per system, and is dynamic, being based on how many other people have been using that system for manufacturing over the last 28 days (measured in job-hours, not # of jobs or # of people).
: Productivity level research in public stations is generally available with no wait time, although you may have to travel a few systems to find them.
 
  
Both forms of research are subject to fairly severe stacking penalties, so while a few levels of research are almost mandatory on most blueprints, it becomes much less worthwhile after that. The lowest ME level that results in a BPO with zero wasted units of materials ("Ideal ME") is determined by the material with the highest unit quantity. For 10% wastage BPOs, Perfect ME = quantity/5.5. For 25% wastage BPOs, Perfect ME = quantity/2.5.
+
The system cost index is calculated by the number of system-job-hours, divided by total-universe-job-hours, and then square rooted for better numbers.  This value (measured as a percentage, generally in the 0.01% to 5% range) is then multipled by the job base value, which is:
 +
* Manufacturing: actual estimated value of the input materials
 +
* Research / Copying: 2% of the estimated value of the input materials required for manufacturing from the BPO
 +
* Invention / Reverse Engineering: 2% of the estimated value of the input materials required for manufacturing from the BPC(s) you are hoping to get out of the job, averaged across multiple BPCs if there is more than one potential outcome.
  
This site [http://zofu.no-ip.de/bpo BPO Research Calculator] provides an easy way of finding out the optimal ME and PE research level. To use it, you first must search for a particular item. For example: 1MN Microwarpdrive I. After you search, select the correct blueprint from the search results. You can select your skill level (Metallurgy, Research, and Industry), and then Submit. The website will then generate tables to show you various ME and PE levels effect on the estimated manufacturing cost and production time. If you wish to see a particular ME or PE level, you can enter it into the relevant field and resubmit.  
+
[[File:System cost index.png|right]] NPC stations have a 10% tax on top of this final value.  
  
==== Blueprint Copying ====
+
{{example|1=For example, if we build the [[Rifter]] from the earlier screenshot, it has an estimated input value of 470,000 ISK. If my hi-sec manufacturing system had 0.085% of the universe manufacturing activity, then the installation cost would be 470,000 x 0.085% x 10% tax = 439 ISK installation cost.}}
T1 Blueprint Copies (BPCs) are produced by copying (running a copy job on) T1 BPOs. The resulting BPCs will inherit the Material and Productivity levels of the respective BPO, but cannot be researched further. Public copy slots are also hard to find, and the University provides a [[BPO Copying Service|BPO copying service]]. BPCs are required for T2 manufacturing.
+
{{example|1=If instead we were [[Invention|inventing]] from a [[Rifter]] BPC, we would be hoping for either a Jaguar or Wolf BPC. Looking at the required materials for those T2 BPCs, gives an estimated input of roughly 20m ISK for manufacturing a Wolf or Jaguar. If my hi-sec inventing system had 0.13% of the universe manufacturing activity, then the installation cost would be 20,000,000 x 2% x 0.13% x 10% tax = 5,720 ISK installation cost.}}
 +
 
 +
You can find out the system cost index for nearby systems by using the Facilities tab of the Industry window. Each activity at a certain facility will have a red bar at the bottom of the icon, indicating relatively how expensive it is to install a job there. Mouseover will show you what can be built there, and a more detailed indication of the system cost index (see image to right).
 +
 
 +
Choosing a system with a low system cost index is important, but it must be weighed against the possible impact of having to move your materials and/or products to market. Picking a very low cost system at some distance from the market hubs may seem attractive at first glance, but your transport costs for that further distance will be increased instead.
  
 
=== Running Jobs ===
 
=== Running Jobs ===
[[Image:Bpomanufacturingoptions.png|thumb|left|180x200px|Installing a manufacturing job]] [[Image:Manufacturing_progress.png|thumb|right|200x180px|Checking the progress of manufacturing jobs]]
+
Once you have a blueprint and materials ready, and decided which system to manufacture in, it's time to produce your goods. Most of the time you'll be using an NPC station to manufacture goods.
Once you have a blueprint and some materials ready, it's time to produce your goods. Most of the time you'll be using an NPC station to manufacture goods, and it's generally a lot easier to find available manufacturing slots than research slots. Most NPC stations will charge 1000ISK + 333ISK/hour to use, and this can often make small runs unprofitable, so be careful. Generally, creating more runs at a time will reduce the impact of the 1000ISK installation fee.
+
 
 +
If you have a POS available to manufacture with, then there are a few more options. Different arrays can be constructed that are able to manufacture different types of modules or ships - at a greatly increased rate and with a small reduction in material costs, compared to a station manufacturing line.
 +
 
 +
Gather the materials and BPO (or BPC) in your station hangar or POS assembly array corp hangar, and open the industry window. You will need to find your blueprint using the drop-down selection boxes. Click the blueprint to install it to the main industry window.
  
If you have a POS available to manufacture with, then there are a few more options (and no installation costs). Different arrays can be constructed that are able to manufacture different types of modules or ships - at an increased rate compared to a station manufacturing line. A special type of array, the Rapid Equipment Assembly Array, can create modules even faster than a normal POS array, but at an increased mineral cost.
+
Simply choose the number of runs, check the input/output locations (most of the time this will simply be Item Hangar, but if you have your own personal corporation you may be using corp facilities) and press Start.
  
Once you have the minerals and blueprint in the target station, then right-click on the blueprint and select Manufacturing. Pick an installation with the top button, and set the number of runs, and you should be good to go. A confirmation window will pop up with a check that you have enough materials and telling you how much it will cost: press Accept Quote to start the job running.
+
You also have the option of selecting a [[Teams|Team]] to assist your manufacturing process, if there is one in the system. If the team you wish to use modifies material efficiency, deciding whether to use it should be simple matter of comparing installation cost increase to estimate input cost decrease ''(with the proviso that it is only an estimation, not an actual value)''. If the team modifiers time efficiency, it may be more difficult to decide whether to use one.
  
While the job is running, you can check on its progress using the Science&Industry window on the [[NeoCom|NeoCom]]. Select the Jobs tab, and a list of your currently running jobs will be displayed. Clicking on a job will show more details, including the time to completion (TTC). You can cancel the job if you want your blueprint back for some reason, but note that the minerals will be lost and the manufacturing line will stay unavailable until the job would have completed.
+
While the job is running, you can check on its progress using the same Industry window, in the Jobs tab. Select the Jobs tab, and a list of your currently running jobs will be displayed. You can cancel the job if you want your blueprint back for some reason, but none of the materials used or installation costs will be refunded.
  
Finally, once the job is completed, the Cancel button will be replaced by a Deliver button; press this and the results and blueprint will be returned to the station.
+
Finally, once the job is completed, job listed in the Jobs tab will contain a large Deliver button instead of a time remaining display; press this and the results & blueprint will be returned to the station.
  
  
 
== T2 Production ==
 
== T2 Production ==
=== Skills ===
+
=== Invention ===
<!-- TODO: add details and links -->
+
{{main|Invention}}
{{stub}}
+
T2 manufacturing requires T2 BPCs, which are 'invented' through the invention process. This is a chance-based process, requiring a lot of skill investment in advance, and you are not guaranteed to get a T2 BPCs at the end of it. Some T2 manufacturers do not invent, but instead merely buy T2 BPC packs from dedicated inventors.
Basic skills:
+
 
* {{sk|CPU Management|II}} / {{sk|Power Grid Management|II}} :
+
The remainder of this section will deal only with T2 manufacturing, not invention. To find out how to obtain T2 BPCs, use the page on [[Invention]].
: These are required for a lot of the other skills in this section. Level 5 may be additionally required.
+
 
* {{sk|Electronics Upgrades|III}}  
+
=== Skills Required ===
: Required for Hacking
+
 
* {{sk|Hacking|II}}
+
The main difference between tech 2 and tech 1 manufacturing is the increased skill requirement, and the many more different types of input materials required. Not all T2 manufacturers will have all these skills, some may specialize in (for example) constructing only Minmatar ships, and thus have only those skills.  Most of these skills are the same as those required for invention. Different blueprints require these skills at different levels, but in general: the larger the ship or item, the higher skill level will be required.
: Required for racial Decryptor skills
+
 
* {{sk|Science|V}} / {{sk|CPU Management|V}} / {{sk|Power Grid Management|V}} / {{sk|Mechanics|V}}
+
* {{sk|Frigate Construction|mult=yes}}[[File:Nanofiber 2 blueprint.png|right]]
: T2 blueprints will require Science V in addition to one or more of CPU Management, Power Grid Management or Mechanic for their respective blueprint skills.
+
* {{sk|Cruiser Construction|mult=yes}}
 +
* {{sk|Industrial Construction|mult=yes}}
 +
* {{sk|Battleship Construction|mult=yes}}  
 +
: Required to build T2 ships of the relevant size. These skills are not required for invention, only construction.
 +
 
 +
* {{sk|Amarrian Starship Engineering|mult=yes}}
 +
* {{sk|Caldari Starship Engineering|mult=yes}}
 +
* {{sk|Gallentean Starship Engineering|mult=yes}}
 +
* {{sk|Minmatar Starship Engineering|mult=yes}}
 +
: Required to build T2 ships of the relevant race.
 +
 
 +
* {{sk|Mechanical Engineering|mult=yes}}
 +
: Required to build T2 ships of any size & race.
 +
 
 +
* {{sk|Electromagnetic Physics|mult=yes}}
 +
* {{sk|Electronic Engineering|mult=yes}}
 +
* {{sk|Graviton Physics|mult=yes}}
 +
* {{sk|High Energy Physics|mult=yes}}
 +
* {{sk|Hydromagnetic Physics|mult=yes}}
 +
* {{sk|Laser Physics|mult=yes}}
 +
* {{sk|Mechanical Engineering|mult=yes}}
 +
* {{sk|Molecular Engineering|mult=yes}}
 +
* {{sk|Nanite Engineering|mult=yes}}
 +
* {{sk|Nuclear Physics|mult=yes}}
 +
* {{sk|Plasma Physics|mult=yes}}
 +
* {{sk|Quantum Physics|mult=yes}}
 +
* {{sk|Rocket Science|mult=yes}}
 +
: Two of these skills are required to build each T2 (non-ship) item.  These are the same as the skills required to invent that T2 item. Consult a blueprint to find out which skills at which level are required to build that item. Example (see right): Nanofiber Internal Structure II BPC requires Nanite Engineering and Molecular Engineering.
 +
 
 +
=== T2 Required Materials ===
  
Racial Decryptor skills:
+
Whereas the majority of T1 production requires only minerals, the range of input materials required hugely expands for T2 production - moons, planets, salvage and gas clouds are all potential sources of materials for T2 production.  Not all T2 blueprints require every single source of input material, but one particular additional input required for most T2 manufacturing is a T1 item of the similar type. For example, in the T2 BPC above right, building a T2 nanofiber requires a single T1 nanofiber, some Remote Assembly Modules (Armor/Hull Tech R.A.M.s), extra minerals (Morphite) and some planetary materials (Construction Blocks).  
* Amarr / Minmatar / Caldari / Gallente Encryption Systems
 
: These skills are required to use the respective decryptors.
 
  
Electronics skills: (These skills require Science and CPU Management V)
+
==== Moon Materials ====
* {{sk|Electromagnetic Physics|mult=yes|price=yes}}
 
: Used for Electronic Warfare, Railguns
 
* {{sk|Electronic Engineering|mult=yes|price=yes}}
 
: Used for Electronic Warfare, Webbers, Scramblers and Drones
 
* {{sk|Nanite Engineering|mult=yes|price=yes}}
 
: Used for Armor/Hull, Repair Systems
 
  
Engineering skills: (These skills require Science and Power Grid Management V)
+
Moon materials are produced via moon mining, which is an activity only possible in 0.4 security space an lower, and requires a POS anchored next to the moon you wish to mine from. It is also very lucrative, and some moons are fought over regularly, so being able to defend your POS is necessary if you wish to maintain your moon mining operation.  Moon mining is an activity carried out on the corporation or alliance level, and thus generally not possible (to run a profitable operation) as a solo player.
* {{sk|Graviton Physics|mult=yes|price=yes}}
 
: Used for Cloaking, Webbers, Scramblers
 
* {{sk|High Energy Physics|mult=yes|price=yes}}
 
: Used for Energy Systems, Laser Weapons
 
* {{sk|Hydromagnetic Physics|mult=yes|price=yes}}
 
: Used for Shields
 
* {{sk|Laser Physics|mult=yes|price=yes}}
 
: Used for Laser Weapons, Mining Lasers
 
* {{sk|Nuclear Physics|mult=yes|price=yes}}
 
: Used for Projectile Weapons
 
* {{sk|Plasma Physics|mult=yes|price=yes}}
 
: Used for Blasters
 
* {{sk|Quantum Physics|mult=yes|price=yes}}
 
: Used for Cloaking, Energy Systems, Shield Systems
 
  
Mechanic skills: (These skills require Science and Mechanic V)
+
Moon materials - basic elements such as Chromium, Technetium and Tungsten, which can be found in the Reaction Materials > Raw Moon Materials section of the market - are mined and then reacted together in the POS to produce advanced moon materials - such as Tungsten Carbide, Fullerides and Fermionic Condensates. It is possible however to run a profitable reaction only operation: buying the raw moon materials on the market, reacting them together in your losec POS (and it does have to be in losec or nullsec) and then selling or using the advanced moon materials.
* Amarrian / Minmatar / Caldari / Gallente Starship Engineering
 
: Used for Racial Ship Construction
 
<!-- * Astronautic Engineering
 
: Used for not currently available -->
 
* {{sk|Capital Ship Construction|mult=yes|price=yes}} (also requires Material Efficiency V)
 
: Used for Capital Ship Production
 
* {{sk|Mechanical Engineering|mult=yes|price=yes}}
 
: Used for Repair Systems, Starships, Railguns, Blasters, Projectiles, Mining Lasers, Missile Launchers, Drones
 
* {{sk|Molecular Engineering|mult=yes|price=yes}}
 
: Used for Armor/Hull, Propulsion Systems
 
* {{sk|Outpost Construction|mult=yes|price=yes}} (Also requires Anchoring V)
 
: Used for Outpost Construction
 
* {{sk|Rocket Science|mult=yes|price=yes}}
 
: Used for Propulsion Systems, Missile Launchers
 
  
=== Invention  ===
+
These advanced materials are sometimes used directly in T2 item manufacturing, but more often used in the construction of advanced components, which are then in turn used in T2 manufacturing.
[[Image:Invention quote.png|thumb|left|180x120px|Installing an invention job.]] [[Image:T2BPC BOM.png|thumb|right|200x180px|Cap Recharger II]]
 
[[Image:Invention_Success.png|thumb|left|180x120px|Success!]] [[Image:T2BPC BOM2.png|thumb|right|250x200px|Jaguar]]
 
  
Currently, T2 blueprints are available through the Invention mechanic, which replaced the old and controversial T2 Lottery. While T2 BPOs still exist, and have much better efficiency than available T2 BPCs, there are not enough to keep up with current demand for T2 items and it is fairly viable for newer players to get into the T2 market.
+
==== Components ====
  
T2 BPCs are created with the related T1 BPC, a couple of specific datacores, a data interface (which is only needed to start the job and is not consumed), and an optional decryptor. T2 blueprints also require a fairly large number of skills, dependant on the specific blueprint, that are found in the Science category. Notably, T2 Invention jobs do not have a guaranteed chance of success. An approximate formula for the chance of success in T2 invention is implemented in the [http://games.chruker.dk/eve_online/invention_chance.php Invention Chance Calculator].
+
Advanced components are the most common type, and are manufactured exclusively from moon materials. They are used in the majority of T2 manufacturing, T2 ships in particular using large numbers of multiple different types of component. Components come in Amarr, Caldari, Gallente and Minmatar flavours, with the icon coloured according to which race they 'belong' to. The advanced component manufacturing process is just like any other T1 manufacturing process, except that the inputs are moon materials, and one particular science skill (see list of T2 skills required above) is required for each component.
  
The success chance can be altered by the type of decryptor used and by adding a named variant of the item you are producing into the mix. Due to the price of decryptors they are typically reserved for expensive inventions so that the invented bpc will have a better ME/PE. For example the Anshar BPC would normally have -4/-4 but by using the Collision Measurements decryptor (~4m) not only does that increase the chance of a successful invention but it will also result in a BPC with -1/-1, ~20m saving and 11D faster production.
+
Tech 2 items frequently use these racial components as well as ships, and the particular racial component(s) they require will be the same as the racial encryption skill and the racial data interface item required to invent the BPC.
  
=== Datacores ===
+
==== Remote Assembly Modules ====
Datacores are a consumable used in the invention process. They are gained through NPC Research agents, and can [[Datacore Farming|be farmed]] with a certain set of skills and some good standings.
 
  
Blueprints operations that require specific datacores will also require the relevant skill to level 1, listed in the skills section above.
+
More commonly known as R.A.M.s, these are robotic assembly units that build things for you.  They are manufactured from minerals just like any other T1 manufacturing process. Nine different R.A.M.s exist, for different types of construction: Starship Tech, Ammunition Tech, Cybernetics, etc.
  
 +
==== Planetary Materials ====
  
==Weblinks==
+
[[Planetary Interaction]] can be done with the same character you might use for production, and thus save you expenditure on the market (although, just like minerals you mine are not free, neither are planetary materials you produce).
*[http://www.tetrr.com/kalkulator/ A Calc for T1,T2 and T3 production]
+
 
*[http://sourceforge.net/projects/eveiph/ ISK Per hour] local tool for T1, T2 and T3 production as well as refining.
+
 
 +
== Capital Ship Construction ==
 +
 
 +
Capital ship construction can be an extremely lucrative business, although requiring a large initial investment, and, depending on what capital you are constructing, may need to be based in losec, or even sovereign nullsec.
 +
 
 +
* {{sk|Capital Ship Construction|mult=yes}} is required in order to build capital ships or capital ship components. The following levels unlock the following blueprints:
 +
: ''Level 1:'' all capital ship components, all capital modules, freighters, [[Orca]]<br>
 +
: ''Level 3:'' carriers, dreadnoughts, fighters, fighter-bombers<br>
 +
: ''Level 4:'' supercarriers, jump freighters, [[Rorqual]]<br>
 +
: ''Level 5:'' titans
 +
 
 +
Capital ships are built from capital ship components, which are in turn manufactured from minerals. There is no restriction on where capital ship components can be built, and apart from the increased skill requirement there is no difference from other T1 manufacturing. Freighters and the Orca can then be constructed in any manufacturing facility using the relevant T1 ship BPO or BPC, from the components previously built.
 +
 
 +
=== Capital Construction ===
 +
Carriers, dreadnoughts & the Rorqual are capital ships that may not enter hisec, and so you cannot build them in hisec either. They can be constructed in any station in losec or nullsec with a manufacturing facility, but apart from that restriction, are constructed in the same way as freighters or the Orca.
 +
 
 +
These ships (plus freighters, battleships, & the Orca) can also be constructed at a Capital Ship Assembly Array at a POS. This assembly array may only be anchored in 0.4 security space or lower, and contains a most excellent 25% reduction to manufacturing time and a 2% reduction to required materials.
 +
 
 +
=== Supercapital Construction ===
 +
Supercarriers and titans cannot even dock in stations, never mind enter hisec, and so you cannot build them in stations either. They must be built at a Supercapital Ship Assembly Array.  This assembly array does not contain any bonuses to construction (supercapital construction takes an [[Media:Avatar construction.png|exceedingly long time]]). It may only be anchored in systems where your alliance holds sovereignty, and has upgraded that sovereignty to allow supercapital construction facilities.
 +
 
 +
Because supercapital ship construction is POS-based, this means it is vulnerable to attack, unless you can defend your POS effectively. Many titans have been 'aborted' by a hostile force destroying the POS and assembly array during construction.
 +
 
 +
=== T2 Capital Ship Construction ===
 +
 
 +
Imagine a combination of invention, T2 production and capital ship construction, and you'll have a fair idea of the process to create jump freighters - the only T2 capital ship. Fortunately, because jump freighters can dock and enter hisec, you can also build them in hisec station facilities.
 +
 
 +
 
 +
== T3 Production ==
 +
{{main|Tech 3 Production}}
 +
Tech 3 ships, also known as Strategic Cruisers - the [[Legion]], [[Loki]], [[Proteus]] and [[Tengu]] - have their own specialised construction process, which is a combination of Reverse Engineering - an [[invention]]-like mechanism, using ancient relics from relic sites, and including datacores gathered from data sites - to discover the BPCs for hulls and subsystems, and then built using those BPCs with materials gathered from within w-space - including gas clouds (which are reacted in a reactor array), [[Sleeper]] salvage and normal minerals.
 +
 
 +
 
 +
==Useful Links==
 +
*[http://eveiph.sourceforge.net/ ISK Per hour] Very powerful windows program for T1, T2 and T3 production as well as refining.
 +
 
 +
[[Category:Industry]]

Revision as of 12:02, 20 July 2014


Not all T2 manufacturing jobs require every single input material.

In the EVE universe, the vast majority of items are manufactured by player characters and traded in a relatively free way in the marketplace. Students of economics will note that these markets are neither perfect nor efficient in the technical senses; volumes of many items are low enough that the market can be (and is) manipulated, and supply of materials and modules is partly provided by loot drops in missions, which can be adjusted without warning by the game developers. Similarly, the developers may adjust the requirements for a manufacturing process, or increase the availability of ore, or otherwise mess in the sandbox.

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

T1 Production

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

Skills Required

The following skills are useful or required for T1 production, and are found in the Production skill category. Most or all of these will be needed for T2/T3 production as well.

  • Industry (1x) - 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.
Currently this skill is very lacklustre, and probably not worth your time to train, especially given it's 3x multiplier. It may be worth it for construction jobs with particularly long durations: for example, capital ship construction - conveniently (or not), level V in this is required for the Capital Ship Construction skill. CCP are looking at this skill again in the next expansion, so expect it to change to something more beneficial in the near future [1].

Increase number of concurrent jobs:

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 I up to 6 jobs at V. Any industrialist who wants to create things will need to train this to IV or V fairly early in their plans.
Once you train Mass Production to V, you can then train Advanced Mass Production, for a further increase in concurrent jobs. Having this skill at IV gives you 10 manufacturing lines (1 + 5 + 4), which is enough for most people. Training to V takes around 28 days, making it only of interest to dedicated manufacturing characters.

Allow remote management of jobs:

  • Supply Chain Management (3x) - 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 - allowing you to manage your production lines for a distance. If you invest in this skill, training to level III or maybe level IV would offer the most flexibility. Level V is barely even noticeable in most regions. Note that you still have to haul the materials and blueprint to the relevant station.

Other Skills

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.
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 reduce some extra costs from installation and market orders, increasing profit margins.

Blueprints

Main article: Blueprint

All T1 manufacturing jobs require a blueprint. These come in two forms: originals (BPOs) with infinite runs and copies (BPCs) that can only be run a limited number of times. For most blueprints, a single run of a blueprint will produce a single item, but there are some exceptions - most obviously ammunition, which produces 100 units per run. BPCs are produced through copying (T1) and invention (T2).

Many manufacturers use BPCs, copied from a BPO, to manufacture from, for a variety of reasons, including security and the ability to run multiple production lines. For more details, see Why should I copy my BPOs?

Selecting a Blueprint

T1 BPOs are seeded by various NPC traders, with costs varying from 100,000 to 75 billion ISK. This can be a significant cost, especially to new players. Also significant is the amount of research time that may be spent on the blueprint. Selecting a good one versus a bad one is important!

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. Loading the potential BPO into the Industry window will provide an estimate of the material cost.
Price estimation.png
  • 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.
  • 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).

There are many items that do meet all three requirements. Finding them is a matter of a lot of research time looking for items that meet your criteria. Typically it is easiest to search through the market tab looking for items with sufficient volume, then go to the BPO research calculator to compare the prices to selling volumes. Once you choose a blueprint, the BPO Research Calculator will also tell you what faction sells the BPOs you have chosen.

Reducing the Cost of a Blueprint

Main article: Research

Performing Material Efficiency research on a blueprint will reduce your input costs, resulting in more profit per unit. Time Efficiency research will make your manufacturing times quicker, resulting in more profits per day (assuming your other time limits - having enough input materials and enough sales - can keep up with the decrease in manufacturing duration).

Research a BPO takes time, which could otherwise be used for manufacturing - if you want short-term manufacturing, researching may not be worth it. For a serious manufacturing however, material efficiency research is always worth it, the only thing you need to find is the level of research (-1% ME to -10% ME) worth your while. Time efficiency research is less important for the smaller items that typically take an hour or so to manufacture, but can be vitally important in increasing profits when manufacturing large ships that may take a number of days to build.

System Cost Index

When you install an industrial job - manufacturing or research - you need to pay an installation cost. This installation cost is calculated per system, and is dynamic, being based on how many other people have been using that system for manufacturing over the last 28 days (measured in job-hours, not # of jobs or # of people).

The system cost index is calculated by the number of system-job-hours, divided by total-universe-job-hours, and then square rooted for better numbers. This value (measured as a percentage, generally in the 0.01% to 5% range) is then multipled by the job base value, which is:

  • Manufacturing: actual estimated value of the input materials
  • Research / Copying: 2% of the estimated value of the input materials required for manufacturing from the BPO
  • Invention / Reverse Engineering: 2% of the estimated value of the input materials required for manufacturing from the BPC(s) you are hoping to get out of the job, averaged across multiple BPCs if there is more than one potential outcome.
System cost index.png

NPC stations have a 10% tax on top of this final value.

For example, if we build the Rifter from the earlier screenshot, it has an estimated input value of 470,000 ISK. If my hi-sec manufacturing system had 0.085% of the universe manufacturing activity, then the installation cost would be 470,000 x 0.085% x 10% tax = 439 ISK installation cost.
If instead we were inventing from a Rifter BPC, we would be hoping for either a Jaguar or Wolf BPC. Looking at the required materials for those T2 BPCs, gives an estimated input of roughly 20m ISK for manufacturing a Wolf or Jaguar. If my hi-sec inventing system had 0.13% of the universe manufacturing activity, then the installation cost would be 20,000,000 x 2% x 0.13% x 10% tax = 5,720 ISK installation cost.

You can find out the system cost index for nearby systems by using the Facilities tab of the Industry window. Each activity at a certain facility will have a red bar at the bottom of the icon, indicating relatively how expensive it is to install a job there. Mouseover will show you what can be built there, and a more detailed indication of the system cost index (see image to right).

Choosing a system with a low system cost index is important, but it must be weighed against the possible impact of having to move your materials and/or products to market. Picking a very low cost system at some distance from the market hubs may seem attractive at first glance, but your transport costs for that further distance will be increased instead.

Running Jobs

Once you have a blueprint and materials ready, and decided which system to manufacture in, it's time to produce your goods. Most of the time you'll be using an NPC station to manufacture goods.

If you have a POS available to manufacture with, then there are a few more options. Different arrays can be constructed that are able to manufacture different types of modules or ships - at a greatly increased rate and with a small reduction in material costs, compared to a station manufacturing line.

Gather the materials and BPO (or BPC) in your station hangar or POS assembly array corp hangar, and open the industry window. You will need to find your blueprint using the drop-down selection boxes. Click the blueprint to install it to the main industry window.

Simply choose the number of runs, check the input/output locations (most of the time this will simply be Item Hangar, but if you have your own personal corporation you may be using corp facilities) and press Start.

You also have the option of selecting a Team to assist your manufacturing process, if there is one in the system. If the team you wish to use modifies material efficiency, deciding whether to use it should be simple matter of comparing installation cost increase to estimate input cost decrease (with the proviso that it is only an estimation, not an actual value). If the team modifiers time efficiency, it may be more difficult to decide whether to use one.

While the job is running, you can check on its progress using the same Industry window, in the Jobs tab. Select the Jobs tab, and a list of your currently running jobs will be displayed. You can cancel the job if you want your blueprint back for some reason, but none of the materials used or installation costs will be refunded.

Finally, once the job is completed, job listed in the Jobs tab will contain a large Deliver button instead of a time remaining display; press this and the results & blueprint will be returned to the station.


T2 Production

Invention

Main article: Invention

T2 manufacturing requires T2 BPCs, which are 'invented' through the invention process. This is a chance-based process, requiring a lot of skill investment in advance, and you are not guaranteed to get a T2 BPCs at the end of it. Some T2 manufacturers do not invent, but instead merely buy T2 BPC packs from dedicated inventors.

The remainder of this section will deal only with T2 manufacturing, not invention. To find out how to obtain T2 BPCs, use the page on Invention.

Skills Required

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

  • [[Skills:Frigate Construction]] (Frigate Construction)
    Nanofiber 2 blueprint.png
  • [[Skills:Cruiser Construction]] (Cruiser Construction)
  • [[Skills:Industrial Construction]] (Industrial Construction)
  • [[Skills:Battleship Construction]] (Battleship Construction)
Required to build T2 ships of the relevant size. These skills are not required for invention, only construction.
Required to build T2 ships of the relevant race.
Required to build T2 ships of any size & race.
Two of these skills are required to build each T2 (non-ship) item. These are the same as the skills required to invent that T2 item. Consult a blueprint to find out which skills at which level are required to build that item. Example (see right): Nanofiber Internal Structure II BPC requires Nanite Engineering and Molecular Engineering.

T2 Required Materials

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

Moon Materials

Moon materials are produced via moon mining, which is an activity only possible in 0.4 security space an lower, and requires a POS anchored next to the moon you wish to mine from. It is also very lucrative, and some moons are fought over regularly, so being able to defend your POS is necessary if you wish to maintain your moon mining operation. Moon mining is an activity carried out on the corporation or alliance level, and thus generally not possible (to run a profitable operation) as a solo player.

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

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

Components

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

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

Remote Assembly Modules

More commonly known as R.A.M.s, these are robotic assembly units that build things for you. They are manufactured from minerals just like any other T1 manufacturing process. Nine different R.A.M.s exist, for different types of construction: Starship Tech, Ammunition Tech, Cybernetics, etc.

Planetary Materials

Planetary Interaction can be done with the same character you might use for production, and thus save you expenditure on the market (although, just like minerals you mine are not free, neither are planetary materials you produce).


Capital Ship Construction

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

  • Capital Ship Construction (14x) is required in order to build capital ships or capital ship components. The following levels unlock the following blueprints:
Level 1: all capital ship components, all capital modules, freighters, Orca
Level 3: carriers, dreadnoughts, fighters, fighter-bombers
Level 4: supercarriers, jump freighters, Rorqual
Level 5: titans

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

Capital Construction

Carriers, dreadnoughts & the Rorqual are capital ships that may not enter hisec, and so you cannot build them in hisec either. They can be constructed in any station in losec or nullsec with a manufacturing facility, but apart from that restriction, are constructed in the same way as freighters or the Orca.

These ships (plus freighters, battleships, & the Orca) can also be constructed at a Capital Ship Assembly Array at a POS. This assembly array may only be anchored in 0.4 security space or lower, and contains a most excellent 25% reduction to manufacturing time and a 2% reduction to required materials.

Supercapital Construction

Supercarriers and titans cannot even dock in stations, never mind enter hisec, and so you cannot build them in stations either. They must be built at a Supercapital Ship Assembly Array. This assembly array does not contain any bonuses to construction (supercapital construction takes an exceedingly long time). It may only be anchored in systems where your alliance holds sovereignty, and has upgraded that sovereignty to allow supercapital construction facilities.

Because supercapital ship construction is POS-based, this means it is vulnerable to attack, unless you can defend your POS effectively. Many titans have been 'aborted' by a hostile force destroying the POS and assembly array during construction.

T2 Capital Ship Construction

Imagine a combination of invention, T2 production and capital ship construction, and you'll have a fair idea of the process to create jump freighters - the only T2 capital ship. Fortunately, because jump freighters can dock and enter hisec, you can also build them in hisec station facilities.


T3 Production

Main article: Tech 3 Production

Tech 3 ships, also known as Strategic Cruisers - the Legion, Loki, Proteus and Tengu - have their own specialised construction process, which is a combination of Reverse Engineering - an invention-like mechanism, using ancient relics from relic sites, and including datacores gathered from data sites - to discover the BPCs for hulls and subsystems, and then built using those BPCs with materials gathered from within w-space - including gas clouds (which are reacted in a reactor array), Sleeper salvage and normal minerals.


Useful Links

  • ISK Per hour Very powerful windows program for T1, T2 and T3 production as well as refining.