Difference between revisions of "Production Department"

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[[File:Production_logo.png|center|350px|Production Department]]
 
{{Campus Group Navbar}}
 
{{Campus Group Navbar}}
{{TOClimit}}
 
  
{{quote|The goal of the '''EVE University Production Department''' is to build stuff for students to lose to gate guns.}}
+
{{quote|The goal of the '''EVE University Production Department''' is to provide an inhouse industrial service to support content delivery.}}
 +
 
 +
== Active Programs ==
 +
* '''[https://forum.eveuniversity.org/viewtopic.php?f=266&t=113185&sid=b453dbd02619d6da07137b830a3200d6#p905940 Fleet Support Program]''': Lowering the barrier to in-game content creation for FCs at all levels by supplying doctrine ships at the University's known space community hubs.
 +
* '''Strategic Operations Support''': Providing logistical support for strat-ops planned by the [[FC Team]] or the EVE University [[Communities]].
 +
* '''Flight Deck Production''': Manufacturing fits for use in the [[Communities]] Flight Decks and other programs maintained by the [[Quartermaster's Department]].
 +
* '''UNI Fuel Production''': Producing fuel for [[Ivy League]]-owned structures that is then distributed by the [[Quartermaster's Department]].
  
 
== Production Staff ==
 
== Production Staff ==
 +
=== Management ===
 +
The production management oversees the overall production processes, deal with requests and issues, and decides on changes to the department as a whole.
 +
{|class="wikitable"
 +
|-
 +
! [[File:Zeersesolaris.jpg|80px|link=]]
 +
! style="padding:10px;" | Zeerse Solaris
 +
! style="padding:10px;" | {{co|#00CC00|Production Manager}}
 +
|}
  
 +
=== Senior Production Officers ===
 +
Senior Production Officers deal with tasks that exceed regular industry operations, such as fuel production, taking care of logistics, and managing contracts for fleets and other requests.
 
{|class="wikitable"
 
{|class="wikitable"
 
|-
 
|-
! !! !! Position
+
! [[File:Arieathellare.jpg|80px|link=]]
|-
+
! style="padding:10px;" | Ariea Thellare
| [[Image:Arieathellare.jpg|80px|link=]]
+
! style="padding:10px;" | {{co|#FFCC00|Senior Production Officer}}
| style="padding:10px;" | Ariea Thellare
+
!
| style="padding:10px;" | {{co|#00CC00|Production Manager}}
+
! [[File:Edthelleres.jpg|80px|link=]]
|-
+
! style="padding:10px;" | Ed Thelleres
| [[Image:NoPortrait.jpeg|80px|link=]]
+
! style="padding:10px;" | {{co|#FFCC00|Senior Production Officer}}
| style="padding:10px;" | None
+
!
| style="padding:10px;" | {{co|#99FF66|Assistant Production Manager}}
+
! [[File:Jayiron.jpg|80px|link=]]
|-
+
! style="padding:10px;" | Jay Iron
| [[Image:YooJinMoon.jpeg|80px|link=]]
+
! style="padding:10px;" | {{co|#FFCC00|Senior Production Officer}}
| style="padding:10px;" | YooJin Moon
+
!
| style="padding:10px;" | {{co|#FFCC00|Production Officer}}
+
! [[File:Wilhelmneko.jpg|80px|link=]]
 +
! style="padding:10px;" | Wilhelm Neko
 +
! style="padding:10px;" | {{co|#FFCC00|Senior Production Officer}}
 +
|}
 +
 
 +
=== Production Officers ===
 +
Production officers are the core of the actual production process, as they are taking care of all manufacturing, science and reaction jobs.
 +
 
 +
We currently have circa 20 Production Officers, some of whom also hold other officer positions within the University. For University members who are not staff, the easiest way to contact the Production Department is to use Discord #ping-staff and tag @Production Officer with your question or request.
 +
 
 +
=== Notable External People ===
 +
 
 +
{|class="wikitable"
 
|-
 
|-
| [[Image:DropbearMaroon.jpeg|80px|link=]]
+
! !! Reason
| style="padding:10px;" | Dropbear Maroon
 
| style="padding:10px;" | {{co|#FFCC00|Production Officer}}
 
 
|-
 
|-
| [[Image:FallingSnowKumaMoto.jpeg|80px|link=]]
+
| style="padding:10px;" | Faye Enkelli || style="padding:10px;" | Logo Designer
| style="padding:10px;" | Falling Snow KumaMoto
 
| style="padding:10px;" | {{co|#FFCC00|Production Officer}},
 
Original Department Wikipage Creator
 
 
|-
 
|-
| [[Image:DolmanHicks.jpeg|80px|link=]]
+
| style="padding:10px;" | Falling Snow KumaMoto || style="padding:10px;" | Original Department Wikipage Creator
| style="padding:10px;" | Dolman Hicks
 
| style="padding:10px;" | {{co|#FFCC00|Production Officer}}
 
 
|}
 
|}
 
== Programs ==
 
Currently Active programs:
 
* [https://forum.eveuniversity.org/viewtopic.php?f=266&t=113185&sid=b453dbd02619d6da07137b830a3200d6#p905940 Fleet Support Program]: It aims to support content creation from FC's by providing doctrine fits of the FC's choice at staging stations of the FC's choice.
 
* UNI Fuel Production: If Ivy League structures need fuel, please get in contact with the {{co|#00CC00|Production Manager}}.
 
  
 
== Joining the Production Department ==
 
== Joining the Production Department ==
The Production Department regularly recruits new members at various levels to ensure the smooth operation of the university logistical services. During recruitment drives, the department manager will post on the EVE University forums and/or send out a corporation-wide evemail with information regarding the open position(s) and directions on how to apply. There are no official clone state or skill point requirements for positions and only Freshmen title is required. As you might imagine, the Production Department necessarily has access to corporation assets and isk. With the proliferation of spies, saboteurs, thieves, and other nefarious creatures in EVE Online, the department must place a heavy emphasis on proven trustworthiness when reviewing applications. We are here solely to provide logistical support to unistas and to the corporation as a whole. Our department is open to current unistas only, from any campus.
+
The Production Department regularly recruits new members at various levels to ensure the smooth operation of the university logistical services. During recruitment drives, the department manager will post on the EVE University forums and/or send out a corporation-wide evemail with information regarding the open position(s) and directions on how to apply. There are no official clone state or skill point requirements for positions and only Freshmen title is required. As you might imagine, the Production Department necessarily has access to corporation assets and isk. With the proliferation of spies, saboteurs, thieves, and other nefarious creatures in EVE Online, the department must place a heavy emphasis on proven trustworthiness when reviewing applications. Member positions are unpaid, but certain expenses such as industry skillbooks for tasks in the department are reimbursed, and free slots on characters can be used for personal industry jobs. Our department is open to current Unistas only.
  
During those times when the Production Department is not recruiting, players with a strong interest in industry who wish to support the production needs of EVE University are encouraged to contact the {{co|#00CC00|Production Manager}} to see if there are any momentary tasks that could use extra industrial character slots.
+
EVE University members can access the Forum post with further information and the link to the application form [https://forum.eveuniversity.org/viewtopic.php?p=902634#p902634 here].
  
 
==== Communication ====
 
==== Communication ====
From time to time, Production Department personnel may request help from or offer services to the university-wide community using the ingame chat channels or the forums. Additionally, department members will gain access to the following EVE University services for communication:
+
Department members will gain access to the following EVE University services for communication:
  
* A dedicated slack channel on the Staff Slack, through the {{co|#00CC00|Production Manager}} (see [[UniSlacks]] for instructions on how to access EVE University slack channels).
+
* A dedicated [[Discord]] channel
* The Logistics and Staff Office subforum
+
* The Logistics and Staff Room subforum
 
* Various department specific spreadsheets
 
* Various department specific spreadsheets
  
 
==== Requirements and Infos ====
 
==== Requirements and Infos ====
We recognize that EVE University is first and foremost a place of learning, which is the reason we have basically no application requirement. With that in mind, some of the roles in the department can be done with next to no training and minimal skill points. Other industrial jobs require months or even years of dedicated training for both the character and the human player. The following pages provide some general information regarding the deep complexity of industry in EVE Online:
+
We recognize that EVE University is first and foremost a place of learning, which is the reason we have basically no application requirements. Some of the roles in the department can be done with next to no training and minimal skill points. Other industrial jobs require months or even years of dedicated training for both the character and the human player. The following pages provide some general information regarding the deep complexity of industry in EVE Online:
  
* [[Industry]], gives basic information regarding industry and the ingame industry window.
+
* [[Industry]] gives basic information regarding industry and the ingame industry window.
* [[Manufacturing]], explains how to build things.
+
* [[Manufacturing]] explains how to build things.
* [[Research]], provides instructions for improving blueprint originals in terms of time efficiency and material efficiency. Also describes the procedure for copying blueprint originals to produce blueprint copies, and why a person would want to do this.
+
* [[Research]] provides instructions for improving blueprint originals in terms of time efficiency and material efficiency. Also describes the procedure for copying blueprint originals to produce blueprint copies, and why somebody would want to do this.
* [[Invention]], takes the reader on a trip down the rabbit hole that is advanced T2 module, drone, ammunition, and ship production.
+
* [[Invention]] takes the reader on a trip down the rabbit hole that is advanced T2 module, drone, ammunition, and ship production.
* [[Hauling]], explains how to safely and efficiently move stuff from A to B (without getting blown up at C).
+
* [[Hauling]] explains how to safely and efficiently move stuff from A to B (without getting blown up at C).
  
 
==== Skills ====
 
==== Skills ====
The links provided above discuss some skill point investments that are relevant for specific tasks. Players are strongly encouraged to train skills that support the activities they enjoy doing in the game. While the department does not require any skill to join, the following skills can help you become a more efficient member of the department. The skills are grouped roughly by the Industry areas they relate to.
+
The links provided above discuss some skill point investments that are relevant for specific tasks. While the department does not require any specific skills to join, the following list can help you become a more efficient member of the department. The skills are grouped roughly by the Industry areas they relate to.
  
* {{sk|Industry|icon=yes|mult=yes}} and {{sk|Advanced Industry|icon=yes|mult=yes}} both reduces manufacturing time and are prerequisites for a great many production-related tasks ingame. Advanced Industry also reduces research time.
+
* {{sk|Industry|icon=yes|mult=yes}} and {{sk|Advanced Industry|icon=yes|mult=yes}} both reduce manufacturing time and are prerequisites for a great many production-related tasks. Advanced Industry also reduces research time.
* {{sk|Mass Production|icon=yes|mult=yes}} and {{sk|Advanced Mass Production|icon=yes|mult=yes}} allow additional manufacturing job slots.
+
* {{sk|Mass Production|icon=yes|mult=yes}} and {{sk|Advanced Mass Production|icon=yes|mult=yes}} result in additional manufacturing job slots.
 
* {{sk|Laboratory Operation|icon=yes|mult=yes}} and {{sk|Advanced Laboratory Operation|icon=yes|mult=yes}} provide additional slots for science jobs.
 
* {{sk|Laboratory Operation|icon=yes|mult=yes}} and {{sk|Advanced Laboratory Operation|icon=yes|mult=yes}} provide additional slots for science jobs.
* {{sk|Reactions|icon=yes|mult=yes}} and {{sk|Mass Reactions|icon=yes|mult=yes}} both reduce reaction time, while Mass Reactions also provides additional slots for reaction jobs.
+
* {{sk|Reactions|icon=yes|mult=yes}} and {{sk|Mass Reactions|icon=yes|mult=yes}} both reduce reaction time, while Mass Reactions also provides additional slots for reaction jobs. Further reaction slots are provided by the {{sk|Advanced Mass Reactions|icon=yes|mult=yes}} skill.
* {{sk|Science|icon=yes|mult=yes}} improves blueprint copying speed, and is a prerequisite for a great many production-related things.
+
* {{sk|Science|icon=yes|mult=yes}} improves blueprint copying speed and is a prerequisite for a great many production-related things.
 
* {{sk|Research|icon=yes|mult=yes}} improves blueprint time efficiency research speed and is a prerequisite for building some rigs and T2 ships.
 
* {{sk|Research|icon=yes|mult=yes}} improves blueprint time efficiency research speed and is a prerequisite for building some rigs and T2 ships.
 
* {{sk|Metallurgy|icon=yes|mult=yes}} improves blueprint material efficiency research speed and is a prerequisite for building some rigs and T2 ships.
 
* {{sk|Metallurgy|icon=yes|mult=yes}} improves blueprint material efficiency research speed and is a prerequisite for building some rigs and T2 ships.
* {{sk|Remote Reactions|icon=yes|mult=yes}} {{sk|Scientific Networking|icon=yes|mult=yes}} and {{sk|Supply Chain Management|icon=yes|mult=yes}}, are convenience skills that allow the start (and completion) of production from a distance.
+
* {{sk|Remote Reactions|icon=yes|mult=yes}}, {{sk|Scientific Networking|icon=yes|mult=yes}}, and {{sk|Supply Chain Management|icon=yes|mult=yes}} are convenience skills that allow the start (and completion) of industry jobs from a distance.
 
* {{sk|Jury Rigging|icon=yes|mult=yes}} allows construction of rigs and subsystems. Level III in this skill is required to open up all of the other rigging skills, which then allow construction of the relevant rigs.
 
* {{sk|Jury Rigging|icon=yes|mult=yes}} allows construction of rigs and subsystems. Level III in this skill is required to open up all of the other rigging skills, which then allow construction of the relevant rigs.
 
* {{sk|Cybernetics|icon=yes|mult=yes}} allows players to use increasingly powerful (and expensive) implants, some of which can improve production-related performance.
 
* {{sk|Cybernetics|icon=yes|mult=yes}} allows players to use increasingly powerful (and expensive) implants, some of which can improve production-related performance.
 
* Science Skills:
 
* Science Skills:
** {{sk|Gallente Encryption Methods|icon=yes|mult=yes}} and their other racial counterparts are prerequisites for invention of racial T2 ships and items and higher levels give higher invention success rates.
+
** {{sk|Gallente Encryption Methods|icon=yes|mult=yes}} and their other racial counterparts are prerequisites for invention of racial T2 ships and items. Higher levels give higher invention success rates.
** {{sk|Gallente Starship Engineering|icon=yes|mult=yes}} and their other racial counterparts prerequisites for invention and manufacturing of racial T2 ships and higher invention success rates.
+
** {{sk|Gallente Starship Engineering|icon=yes|mult=yes}} and their other racial counterparts are prerequisites for invention and manufacturing of racial T2 ships and increase the invention success rates.
** {{sk|Mechanical Engineering|icon=yes|mult=yes}} is a prerequisite for invention and manufacturing of all T2 ships and higher invention success rates.
+
** {{sk|Mechanical Engineering|icon=yes|mult=yes}} is a prerequisite for invention and manufacturing of all T2 ships and increase the invention success rates.
** {{sk|Advanced Industrial Ship Construction|icon=yes|mult=yes}} and the other Advanced Construction skill are prerequisites for manufacturing of T2 ships of the respective size.
+
** {{sk|Electronic Engineering|icon=yes|mult=yes}}, {{sk|Laser Physics|icon=yes|mult=yes}}, and the other Physics and Engineering skills are prerequisite for invention and manufacturing of T2 (non-ship) items and increase the invention success rate.
** {{sk|Electronic Engineering|icon=yes|mult=yes}} and {{sk|Laser Physics|icon=yes|mult=yes}} and the other Physics and Engineering skills are prerequisite for invention and manufacturing of T2 (non-ship) items.
+
** {{sk|Advanced Small Ship Construction|icon=yes|mult=yes}} and the other Advanced Construction skill are prerequisites for the manufacturing of T2 ships of the respective size. They reduce the manufacturing times of those items slightly.
 
*** {{sk|Astronautic Engineering|icon=yes|mult=yes}} is a useless skill that does not serve any purpose in the game anymore, so it can be ignored.
 
*** {{sk|Astronautic Engineering|icon=yes|mult=yes}} is a useless skill that does not serve any purpose in the game anymore, so it can be ignored.
  
* Skills that don't have priority for the Production Department:
+
It should be noted that most of the above skills rely on attributes of Intelligence and Memory, for those students who are familiar with [[Skills and learning#Neural Remaps|Neural Remaps]].
** {{sk|Drug Manufacturing|icon=yes|mult=yes}} required for the production of combat boosters. As of now the Production Department does need this skill.
+
 
** {{sk|Sleeper Encryption Methods|icon=yes|mult=yes}} is a prerequisite for T3 Invention and higher levels give higher invention success rates.
+
* Skills generally '''not used''' by the Production Department:
** {{sk|Sleeper Technology|icon=yes|mult=yes}} {{sk|Takmahl Technology|icon=yes|mult=yes}} and the other 2 Technologies are prerequisites for storyline module manufacturing.
+
** {{sk|Drug Manufacturing|icon=yes|mult=yes}}
** {{sk|Propulsion Subsystem Technology|icon=yes|mult=yes}} and the other Subsystem Technologies are prerequisite for T3 Invention and manufacturing and higher levels give higher invention success rates.
+
** {{sk|Outpost Construction|icon=yes|mult=yes}}
 +
** {{sk|Sleeper Encryption Methods|icon=yes|mult=yes}}
 +
** {{sk|Propulsion Subsystem Technology|icon=yes|mult=yes}} and the other Subsystem Technologies
 +
** {{sk|Triglavian Encryption Methods|icon=yes|mult=yes}}, {{sk|Triglavian Quantum Engineering|icon=yes|mult=yes}}
 +
** {{sk|Sleeper Technology|icon=yes|mult=yes}}, {{sk|Takmahl Technology|icon=yes|mult=yes}}, {{sk|Talocan Technology|icon=yes|mult=yes}}, {{sk|Yan Jung Technology|icon=yes|mult=yes}}
 +
** {{sk|Upwell Encryption Methods|icon=yes|mult=yes}}
 +
 
 +
{{EVEUniversityNav}}
  
It should be noted that most of the above skills rely on attributes of Intelligence and Memory, for those students who are familiar with [[Skills_and_learning#Neural_Remaps|Neural Remaps]].
+
[[Category:EVE University Departments]]

Latest revision as of 21:26, 13 March 2024

E-UNI Emblem.png This page is specific to EVE University. Other corporations or groups in the game may operate differently.
For a summary of EVE University's rules and code of conduct, see EVE University Rules.
Production Department


The goal of the EVE University Production Department is to provide an inhouse industrial service to support content delivery.

Active Programs

  • Fleet Support Program: Lowering the barrier to in-game content creation for FCs at all levels by supplying doctrine ships at the University's known space community hubs.
  • Strategic Operations Support: Providing logistical support for strat-ops planned by the FC Team or the EVE University Communities.
  • Flight Deck Production: Manufacturing fits for use in the Communities Flight Decks and other programs maintained by the Quartermaster's Department.
  • UNI Fuel Production: Producing fuel for Ivy League-owned structures that is then distributed by the Quartermaster's Department.

Production Staff

Management

The production management oversees the overall production processes, deal with requests and issues, and decides on changes to the department as a whole.

Zeersesolaris.jpg Zeerse Solaris Production Manager

Senior Production Officers

Senior Production Officers deal with tasks that exceed regular industry operations, such as fuel production, taking care of logistics, and managing contracts for fleets and other requests.

Arieathellare.jpg Ariea Thellare Senior Production Officer Edthelleres.jpg Ed Thelleres Senior Production Officer Jayiron.jpg Jay Iron Senior Production Officer Wilhelmneko.jpg Wilhelm Neko Senior Production Officer

Production Officers

Production officers are the core of the actual production process, as they are taking care of all manufacturing, science and reaction jobs.

We currently have circa 20 Production Officers, some of whom also hold other officer positions within the University. For University members who are not staff, the easiest way to contact the Production Department is to use Discord #ping-staff and tag @Production Officer with your question or request.

Notable External People

Reason
Faye Enkelli Logo Designer
Falling Snow KumaMoto Original Department Wikipage Creator

Joining the Production Department

The Production Department regularly recruits new members at various levels to ensure the smooth operation of the university logistical services. During recruitment drives, the department manager will post on the EVE University forums and/or send out a corporation-wide evemail with information regarding the open position(s) and directions on how to apply. There are no official clone state or skill point requirements for positions and only Freshmen title is required. As you might imagine, the Production Department necessarily has access to corporation assets and isk. With the proliferation of spies, saboteurs, thieves, and other nefarious creatures in EVE Online, the department must place a heavy emphasis on proven trustworthiness when reviewing applications. Member positions are unpaid, but certain expenses such as industry skillbooks for tasks in the department are reimbursed, and free slots on characters can be used for personal industry jobs. Our department is open to current Unistas only.

EVE University members can access the Forum post with further information and the link to the application form here.

Communication

Department members will gain access to the following EVE University services for communication:

  • A dedicated Discord channel
  • The Logistics and Staff Room subforum
  • Various department specific spreadsheets

Requirements and Infos

We recognize that EVE University is first and foremost a place of learning, which is the reason we have basically no application requirements. Some of the roles in the department can be done with next to no training and minimal skill points. Other industrial jobs require months or even years of dedicated training for both the character and the human player. The following pages provide some general information regarding the deep complexity of industry in EVE Online:

  • Industry gives basic information regarding industry and the ingame industry window.
  • Manufacturing explains how to build things.
  • Research provides instructions for improving blueprint originals in terms of time efficiency and material efficiency. Also describes the procedure for copying blueprint originals to produce blueprint copies, and why somebody would want to do this.
  • Invention takes the reader on a trip down the rabbit hole that is advanced T2 module, drone, ammunition, and ship production.
  • Hauling explains how to safely and efficiently move stuff from A to B (without getting blown up at C).

Skills

The links provided above discuss some skill point investments that are relevant for specific tasks. While the department does not require any specific skills to join, the following list can help you become a more efficient member of the department. The skills are grouped roughly by the Industry areas they relate to.

  • Icon skillbook2.png Industry (1x) and Icon skillbook2.png Advanced Industry (3x) both reduce manufacturing time and are prerequisites for a great many production-related tasks. Advanced Industry also reduces research time.
  • Icon skillbook2.png Mass Production (2x) and Icon skillbook2.png Advanced Mass Production (8x) result in additional manufacturing job slots.
  • Icon skillbook2.png Laboratory Operation (1x) and Icon skillbook2.png Advanced Laboratory Operation (8x) provide additional slots for science jobs.
  • Icon skillbook2.png Reactions (1x) and Icon skillbook2.png Mass Reactions (2x) both reduce reaction time, while Mass Reactions also provides additional slots for reaction jobs. Further reaction slots are provided by the Icon skillbook2.png Advanced Mass Reactions (8x) skill.
  • Icon skillbook2.png Science (1x) improves blueprint copying speed and is a prerequisite for a great many production-related things.
  • Icon skillbook2.png Research (1x) improves blueprint time efficiency research speed and is a prerequisite for building some rigs and T2 ships.
  • Icon skillbook2.png Metallurgy (3x) improves blueprint material efficiency research speed and is a prerequisite for building some rigs and T2 ships.
  • Icon skillbook2.png Remote Reactions (3x), Icon skillbook2.png Scientific Networking (3x), and Icon skillbook2.png Supply Chain Management (3x) are convenience skills that allow the start (and completion) of industry jobs from a distance.
  • Icon skillbook2.png Jury Rigging (2x) allows construction of rigs and subsystems. Level III in this skill is required to open up all of the other rigging skills, which then allow construction of the relevant rigs.
  • Icon skillbook2.png Cybernetics (3x) allows players to use increasingly powerful (and expensive) implants, some of which can improve production-related performance.
  • Science Skills:
    • Icon skillbook2.png Gallente Encryption Methods (5x) and their other racial counterparts are prerequisites for invention of racial T2 ships and items. Higher levels give higher invention success rates.
    • Icon skillbook2.png Gallente Starship Engineering (5x) and their other racial counterparts are prerequisites for invention and manufacturing of racial T2 ships and increase the invention success rates.
    • Icon skillbook2.png Mechanical Engineering (5x) is a prerequisite for invention and manufacturing of all T2 ships and increase the invention success rates.
    • Icon skillbook2.png Electronic Engineering (5x), Icon skillbook2.png Laser Physics (5x), and the other Physics and Engineering skills are prerequisite for invention and manufacturing of T2 (non-ship) items and increase the invention success rate.
    • Icon skillbook2.png Advanced Small Ship Construction (2x) and the other Advanced Construction skill are prerequisites for the manufacturing of T2 ships of the respective size. They reduce the manufacturing times of those items slightly.
      • Icon skillbook2.png Astronautic Engineering (5x) is a useless skill that does not serve any purpose in the game anymore, so it can be ignored.

It should be noted that most of the above skills rely on attributes of Intelligence and Memory, for those students who are familiar with Neural Remaps.