Difference between revisions of "Tech 3 Production"

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==Introduction==
 
==Introduction==
Tech 3 ships - Strategic Cruisers - are made using materials obtained in [[Wormholes|wormhole]] space, and primarily constructed at a POS anchored in low or null security space (most commonly in w-space). As can be seen from the following flowchart there are 4 distinct manufacturing stages:
 
* React Polymers
 
* Construct Components
 
* Reverse Engineer subsystem and hull BPCs
 
* Construct subsystems and hulls
 
These steps, and the skills and materials for each are detailed below.
 
  
[[File:T3 Flowchart.png|800px]]
+
Tech 3 ships - Strategic Cruisers and Tactical Destroyers - are made using materials obtained in [[Wormholes|wormhole]] space. As can be seen below there are four distinct manufacturing stages:
 +
* React Fullerenes to form Hybrid Polymers
 +
* Use Hybrid Polymers and Ancient Salvage to make Hybrid Tech Components
 +
* Invent Tech 3 Hull and Subsystem BPC using Ancient Relics. This process is also sometimes called reverse engineering.
 +
* Construct Tech 3 subsystems and hulls using the Hybrid Tech Components
  
== Polymer Reactions ==
+
The processes for manufacturing tactical destroyers and strategic cruisers differ only in the relic required for reverse-engineering, and in that tactical destroyers do not require Subsystems to be built. This page will otherwise discuss primarily strategic cruiser production.
 +
 
 +
 
 +
== Hybrid Polymer Reactions ==
 +
 
 +
This is the process by which the fullerene gases mined in wormhole space are transformed in Hybrid Polymer, which will themselves be transformed in Hybrid Tech Components (see below). The Polymer Reaction interface look like this:
 +
 
 +
[[File:T3_Reaction_Interface.png|800px]]
  
 
=== Skills ===
 
=== Skills ===
No skills are directly required to start polymer reactions, however:
+
The required skills are the same as for T2 (Hybrid) reactions:
* You will require a POS management role in your corporation, because the reactions can only be controlled through the management window of a POS anchored in low or null security space. Because of the security considerations, POS management roles in w-space corporations are very closely guarded.
+
* {{sk|Reactions|mult=yes}}: 4% reduction of reaction time per skill level. Level 3 is needed for the Hybrid Polymer Reactions needed for T3 production.
* {{sk|Anchoring|mult=yes}} is required at level II, in order to offline and online the reactors and silos during the set up of the reaction process.
+
* {{sk|Mass Reactions|mult=yes}}: One additional reaction slot per Level (from the one slot base allowance).
 +
* {{sk|Advanced Mass Reactions|mult=yes}}: One additional reaction slot per level (for a maximum of 11 with both skills at 5).
  
 
=== Materials ===
 
=== Materials ===
* Polymer Reactions are seeded on the NPC market under ''Reactions > Polymer Reactions''
+
* Polymer Reaction blueprints are seeded on the NPC market under ''Reactions > Polymer Reactions''. As with other reactions these cannot be researched.
* Fullerenes are obtained by harvesting gas sites in w-space. See [[Gas Cloud Mining]] for more details.
+
* Fullerenes are obtained by harvesting gas sites in w-space. See [[Gas Cloud Mining#Fullerenes]] for more details. Fullerenes are very bulky and shipping large quantities of these gases may become challenging, however they are treated as Ore for purposes of being carried by specialized cargo holds (such as via a [[Miasmos]]).
* Minerals are obtained from mining standard ores (either from Ores sites in w-space, or asteroid belts in k-space).
+
* Minerals are obtained from mining standard ores (either from Ores sites in w-space, or asteroid belts in k-space). Compared to Tech 2 manufacturing, very little minerals are actually required to manufacture Tech 3 ships and subsystems.
 +
* Fuel blocks are also required. These can be manufactured from ice and PI commodities or purchased on the market.
  
 
===Process===
 
===Process===
# Anchor (do not online) one Silo, two Biochemical Silos, one [[Polymer Reactor Array]], and one Hybrid Polymer Silo.
+
Polymer reactions are done in Refineries (Athanor and Tatara). The refinery needs a Standup Hybrid Reactor I service module online and can be rigged for material and time efficiency using T1 or T2 rigs. When looking for a suitable refinery, look in the Facility tab of the Industry window and mouse over facilities that show up in the Reactions column. You're looking for a facility that supports Hybrid Polymers:
# Place the Polymer Reaction you wish to use in the Reactor Array.
 
# Open the POS management using the ''Manage'' right-click option on the control tower, go to the Processes tab. You should see all your silos and reactor array, containing your chosen reaction.
 
# Click 'Change Type' on each of the Silos, and choose the correct material to be stored in each (the Hybrid Polymer Silo being the output silo).
 
# Drag and drop the output icon (right side) from each of the input silos onto the relevant input icons (left side) of the Polymer Reactor Array.
 
# Drag and drop the output icon from the Polymer Reactor array onto the input icon of the Hybrid Polymer Silo.
 
# Left side icons should change colour to indicate successful linking. Press Apply.
 
# Place your materials into the input silos.
 
# Online everything, starting with the Reactor Array. You should see the text ''Online - Starting Up'' on the Reactor Array.
 
  
To change the reaction being carried out after a run is complete, you will need to offline everything, remove all remaining materials from silos, ''Clear Links'' using the button, then start from 2. again, as above.  The exact order you online and drag & drop things doesn't always matter, but be aware this CCP's POS code, and therefore a bit buggy - another reaction set-up guide (with images) is available at the [[Polymer Reactor Array]] page, which is slightly different.
+
[[File:T3 Refinery Lookup.png]]
  
 +
Notes:
 +
* The Standup Hybrid Reactor is not the same as the Standup Composite Reactor (which is used for producing T2 components and intermediates).
 +
* In this screen capture, the facility has a bonus to production, but not to Hybrid Reactions.
 +
* The System Cost Index will impact the job cost, and is calculated based on all reactions done in the system, not just on Hybrid reactions.
  
== Subsystem Component Construction ==
+
The process is the same as for other reactions:
 +
* Choose Reaction formula
 +
* Set number of runs
 +
* Set input & output location
 +
* Press Start
 +
* After run time has passed, press deliver
 +
* Repeat as necessary
  
Despite the name, these components are used to construct both the subsystems and the hulls. You can manufacture these in station facilities in k-space, or at a Component Assembly Array (contains major benefits for time and material efficiency) at a POS, and there are [[Teams]] which will affect the manufacturing of these (''Hybrid'' specialty).  The BPOs are available under ''Blueprints > Manufacture & Research > Components > Subsystem Components'' and may be researched & copied as normal.
+
After the reaction process the Hybrid polymer produced will typically have 40% or so of the feed materials volume, depending on the exact reaction and on the facility ME bonuses.
 +
 
 +
== Hybrid Tech Component Construction ==
 +
 
 +
These components are used to construct both the subsystems and the hulls. You can manufacture these in any citadel or station where construction is possible (where there is an online Standup Manufacturing Plant I).  The BPOs are available under ''Blueprints > Manufacture & Research > Components > Subsystem Components'' and may be researched & copied as normal. Normal facility bonuses apply. A rig (Advanced Component Manufacturing) can also be installed to speed up manufacturing or increase material efficiency.
  
 
=== Skills ===
 
=== Skills ===
 
+
Each Hybrid Tech Component BPO needs {{sk|Industry|mult=yes}} trained at V and {{sk|Electromagnetic Physics|mult=yes}} trained to II and may require in addition one of the following skill
Each subsystem component BPO needs:
+
* {{sk|Amarr Starship Engineering|mult=yes}} II
* {{sk|Electromagnetic Physics}} trained to II, plus one of
+
* {{sk|Graviton Physics|mult=yes}} II
* {{sk|Graviton Physics}} II
+
* {{sk|Caldari Starship Engineering|mult=yes}} II
* {{sk|High Energy Physics}} II
+
* {{sk|Gallente Starship Engineering|mult=yes}} II
* {{sk|Mechanical Engineering}} II
+
* {{sk|Laser Physics|mult=yes}} II
* {{sk|Plasma Physics}} II
+
* {{sk|Mechanical Engineering|mult=yes}} II
 +
* {{sk|Minmatar Starship Engineering|mult=yes}} II
 +
* {{sk|Plasma Physics|mult=yes}} II
  
 
===Materials===
 
===Materials===
 
 
Construction of subsystem components is from two material sources:
 
Construction of subsystem components is from two material sources:
 
* Ancient Salvage is obtained by salvaging [[Sleeper]] wrecks in w-space.
 
* Ancient Salvage is obtained by salvaging [[Sleeper]] wrecks in w-space.
 
* Hybrid Polymers obtained from the reaction process as previously described.
 
* Hybrid Polymers obtained from the reaction process as previously described.
  
 +
==Invention of BPCs==
 +
 +
This is the process by which T3 BPCs - for hulls and subsystems - are invented. This process is very similar to the process of T2 Invention. The Invention interface looks like this:
 +
[[File:T3_Invention_Interface.png|800px]]
  
==Invention of BPCs==
+
The initial object required is an ancient relic, retrieved from Relic sites in w-space. Ancient relics look very much like BPOs, except with a yellow background instead of a blue one. Unlike a BPO, however, they will be consumed during the Invention process.
[[File:Reverse engineering.png|right|250px]]
+
 
This is the process by which T3 BPCs - for hulls and subsystems - are invented. The initial object required is an ancient relic, retrieved from Relic sites in w-space. Ancient relics look very like BPOs, except with a yellow background instead of a blue one. They come in three different flavours:
+
There are six different types of ancient relics, each prefixed by a specific quality level (Intact, Malfunctioning or Wrecked, see below):
* Intact - highest chance of BPC invention (34% base), 20-run BPC
 
* Malfunctioning - medium chance of BPC invention (30% base), 10-run BPC
 
* Wrecked - lowest chance of BPC invention (22% base), 3-run BPC
 
  
There are also six different types, prefixed by the specific flavour (i.e. Intact, Malfunctioning or Wrecked):
+
* Small Hull Section - used to invent a T3 destroyer BPC
* Hull Section - used to invention a T3 hull BPC
+
* Hull Section - used to invent a T3 cruiser hull BPC
* Weapon Subroutines - used to invent an Offensive Subsystem BPC
 
 
* Armor Nanobot - used to invent a Defensive Subsystem BPC
 
* Armor Nanobot - used to invent a Defensive Subsystem BPC
* Power Cores - used to invent an Engineering Subsystem BPC
+
* Power Cores - used to invent a Core Subsystem BPC
* Electromechanical Component - used to invent an Electronic Subsystem BPC  
 
 
* Thruster Sections - used to invent a Propulsion Subsystem BPC
 
* Thruster Sections - used to invent a Propulsion Subsystem BPC
 +
* Weapon Subroutines - used to invent an Offensive Subsystem BPC
 +
 +
 +
Each type of ancient relic comes in three different qualities, which determine the chances of success and the quality of the resulting BPC:
 +
* Intact - highest chance of BPC invention (26% base chance of success, 20-run BPC)
 +
* Malfunctioning - medium chance of BPC invention (21% base, 10-run BPC)
 +
* Wrecked - lowest chance of BPC invention (14% base, 3-run BPC)
  
 
===Skills===
 
===Skills===
 +
{{sk|Sleeper Encryption Methods|mult=yes}} is the basic skill required for every type of Ancient Relic.
  
* {{sk|Sleeper Encryption Methods|mult=yes}} is the basic skill required for every type of Ancient Relic, and a higher level increases your chance at successfully inventing a blueprint, so preferably at IV or V for effective profit-making.
+
Then each ancient relic needs its own two skills. The Subsystem Technology skills themselves each require a specific science skill at IV.
 
+
* Armor Nanobot - {{sk|Hydromagnetic Physics|mult=yes}} & {{sk|Defensive Subsystem Technology|mult=yes}} (which has a prerequisite of Nanite Engineering IV)
Then each ancient relic needs its own two skills - again a higher level increases your chance at successfully inventing a blueprint, so recommended at IV or V for effective profit-making. The Subsystem Technology skills themselves each require a specific science skill at IV.
+
* Hull Section - {{sk|Mechanical Engineering|mult=yes}} & {{sk|Plasma Physics|mult=yes}}
* Weapon Subroutines - {{sk|Plasma Physics}} & {{sk|Offensive Subsystem Technology}} (which requires High Energy Physics IV)
+
* Power Cores -  {{sk|Quantum Physics|mult=yes}} & Core Subsystem Technology (which has a prerequisite of High Energy Physics IV)
* Armor Nanobot - {{sk|Hydromagnetic Physics}} & {{sk|Defensive Subsystem Technology}} (which requires Nanite Engineering IV)
+
* Small Hull Section - {{sk|Mechanical Engineering|mult=yes}} & {{sk|Plasma Physics|mult=yes}}
* Power Cores -  {{sk|Quantum Physics}} & {{sk|Engineering Subsystem Technology}} (which requires High Energy Physics IV)
+
* Thruster Sections -  {{sk|Rocket Science|mult=yes}} & {{sk|Propulsion Subsystem Technology|mult=yes}} (which has a prerequisite of Graviton Physics IV)
* Electromechanical Component - {{sk|Electronic Engineering}} & {{sk|Electronic Subsystem Technology}} (which requires Electronic Engineering IV)
+
* Weapon Subroutines - {{sk|Plasma Physics|mult=yes}} & {{sk|Offensive Subsystem Technology|mult=yes}} (which has a prerequisite of High Energy Physics IV)
* Thruster Sections -  {{sk|Rocket Science}} & {{sk|Propulsion Subsystem Technology}} (which requires Graviton Physics IV)
 
* Hull Section - {{sk|Mechanical Engineering}} & {{sk|Plasma Physics}}
 
  
 
===Materials===
 
===Materials===
* Ancient Relics are gathered from Relic sites in w-space using an Relic Analyzer ({{sk|Archaeology}} skill). Some also drop from Data sites.
+
* Ancient Relics are gathered from Sleeper Relic sites in w-space using an Relic Analyzer ({{sk|Archaeology}} skill). They can also be found in the Derelict Talocan Battleship found in certain Sleeper Data sites (despite being found in a Data Site, this object also requires a Relic Analyzer). Be warned that these sites are also combat sites.
* Tech 3 Subsystem Datacores, Data Interface and R.Db.s (Research Database) are obtained from Data sites in w-space using a Data Analyzer ({{sk|Hacking}} skill).
+
* Tech 3 Subsystem Datacores are obtained from Sleeper Data sites in w-space using a Data Analyzer ({{sk|Hacking}} skill) and are required for invention of the various subsystems. Be warned that these sites are also combat sites.
* Standard datacores are obtained from [[Factional Warfare]] LP stores, or just the market.
+
* Standard datacores are obtained from [[Factional Warfare]] LP stores, R & D agents, randomly from Data sites, or just the market and are required for both invention of the subsystems and of the T3 hulls.
  
 
===Process===
 
===Process===
T3 invention is mostly identical to normal T2 [[invention]], making sure all your inputs are in the correct corporation hangar. It can be carried out anywhere you can normally carry out invention.
+
T3 invention is mostly identical to normal T2 [[invention]]. Datacores and decryptors (if used) are consumed whether the Invention is successful or not. As usual the chances of success and the number of runs of the invented BPC can be changed by using a decryptor.  
  
==Subsystem Construction==
+
The T3 invention process is fast with a base time of only one hour. With good skills and citadel bonuses, the time can easily be reduced to 25 or 30 minutes. One major difference with T2 Invention, however, is that only one job run per science job slot can be submitted at a time. Given the low base chance of success of the process, especially with Malfunctioning or Wrecked ancient relics, this prevent a player from submitting 20 runs overnight and hoping that over the number of runs one or two will have succeeded.
 +
 
 +
Most players will therefore want to have the required skills at least at III before attempting the invention process, and having them at IV will help to increase the chances of success. Many players doing T3 Invention will also use decryptors such as Attainment or Parity to increase the chances of success further.
 +
 
 +
==Subsystems and Hull Construction==
 +
 
 +
This is the final part of the process where the BPC that were invented previously are used to manufacture the Tech 3 hulls and subsystems using the Hybrid Tech Components. The Production interface will look familliar:
 +
 
 +
[[File:T3 Production Interface.png|800px]]
  
 
===Skills===
 
===Skills===
Construction of a subsystem requires the same two skills (not the Reverse Engineering skill) as needed to reverse engineer the ancient relic from which you found the BPC for this subsystem (see the previous section) plus three extra skills
+
Construction of Tech 3 subsystems and hulls are skill intensive. The skills required are as follow.
* {{sk|Advanced Medium Ship Construction|mult=yes}} to IV
+
 
* ''<Racial>'' Starship Engineering (5x) to IV
+
For Tactical Destroyers:
* {{sk|Jury Rigging|mult=yes}} to V
+
* {{sk|Mechanical Engineering|mult=yes}} to IV
 +
* {{sk|Industry|mult=yes}} to V
 +
* {{sk|Advanced Small Ship Construction|mult=yes}} to V
 +
* ''<Racial>'' Starship Engineering (5x) to V
  
T3 hull construction requires:
+
For Strategic Cruisers
 +
* {{sk|Mechanical Engineering|mult=yes}} to IV
 +
* {{sk|Industry|mult=yes}} to V
 
* {{sk|Advanced Medium Ship Construction|mult=yes}} to V
 
* {{sk|Advanced Medium Ship Construction|mult=yes}} to V
 
* ''<Racial>'' Starship Engineering (5x) to V
 
* ''<Racial>'' Starship Engineering (5x) to V
 +
 +
For Subsystems
 +
* Either Core, Defensive, Offensive or Propulsion Subsystem Technology at I, as appropriate
 
* {{sk|Mechanical Engineering|mult=yes}} to IV
 
* {{sk|Mechanical Engineering|mult=yes}} to IV
 +
* {{sk|Industry|mult=yes}} to IV
 +
* {{sk|Advanced Medium Ship Construction|mult=yes}} to IV
 +
* ''<Racial>'' Starship Engineering (5x) to IV
 +
* {{sk|Jury Rigging|mult=yes}} to V
  
 
===Materials===
 
===Materials===
* Components are created from salvage & hybrid polymers (see above)
+
Tactical Destroyers, Strategic Cruisers and Subsystems are created using invented BPC and Hybrid Tech Components. In addition Tactical Destroyers and Strategic Cruiser require R.A.M.- Starship Tech, for which the BPO is sold by NPCs in k-space.
* R.A.M.- Starship Tech is additionally required for hull construction, for which the BPO is sold by NPCs in k-space.
 
  
 
===Process===
 
===Process===
Subsystem & hull construction can only be performed at a Subsystem Assembly Array anchored at a POS (or at an Amarr Factory Outpost - a player-owned station in sovereign nullsec). T3 hull construction cannot be done at an Advanced Medium Ship Assembly Array, despite the name suggesting otherwise. There are [[Teams]] that affect the construction of T3 hulls (''Medium class'' specialty) and T3 subsystems (''Subsystem'' specialty).
+
Tech 3 subsystems and hulls can me manufactured in any Citadel or Engineering Complex with a Standup Manufacturing Plant I service module online. Rigs exist that can speed up the process or increase material efficiency. These are
 +
* For Tactical Destroyer, Advanced Small Ship Manufacturing
 +
* For Subsystems, Advanced Component Manufacturing (same rig as for manufacturing Hybrid Tech Components)
 +
* For Strategic Cruisers, Advanced Medium Ship Manufacturing
 +
 
 +
A Tech I and Tech II version of these rigs exist. The usual skill, implants and Facility bonuses also apply.
 +
 
 +
The actual production process works like any T1 industry job:
 +
* Choose Blueprint
 +
* Set number of runs
 +
* Choose input and output locations
 +
* Press Start
 +
* Wait until the run time has passed and press deliver
 +
* Rinse and Repeat
  
 
==Final thoughts==
 
==Final thoughts==
As you are now in no doubt, T3 construction is one of the most complex manufacturing process in EVE. Most of the T3 production activity in EVE is carried out by wormhole-based corporations at their own w-space POSes (although a fair amount is also done by sov null based corporations). Unfortunately, a particular problem with the final product is that it is impossible to assemble a T3 ship at a POS, it must be done in a station - meaning after the entire construction process is carried out in w-space, they need to be shipped out to k-space, assembled in station, then flown back into w-space for use.
 
  
T3 ships are therefore very expensive, with prices for a hull and all five subsystems (currently, July 2014) around the 300m-400m ISK mark.
+
As you are now in no doubt, T3 construction is one of the most complex manufacturing process in EVE. Most of the T3 production activity in EVE used to be carried out by wormhole-based corporations at their own structures in w-space, although a fair amount is now done by sov null based corporations. The skill requirements to manufacture Tech 3 ships are also high, and the large volume of material to move is logistically challenging.
 +
 
 +
Tech 3 ships are therefore very expensive, with prices for a Strategic Cruiser hull and all four subsystems around the 250m - 300m ISK mark (as of December 2018). With a good set-up, the production of Tech 3 ships and subsystem can however be profitable, but this likely won't be the first thing the new Industrialist will try.
  
[[Category:Guides]][[Category:Industry]]
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[[Category:Industry]]

Revision as of 23:52, 27 October 2019

T3s.png

Introduction

Tech 3 ships - Strategic Cruisers and Tactical Destroyers - are made using materials obtained in wormhole space. As can be seen below there are four distinct manufacturing stages:

  • React Fullerenes to form Hybrid Polymers
  • Use Hybrid Polymers and Ancient Salvage to make Hybrid Tech Components
  • Invent Tech 3 Hull and Subsystem BPC using Ancient Relics. This process is also sometimes called reverse engineering.
  • Construct Tech 3 subsystems and hulls using the Hybrid Tech Components

The processes for manufacturing tactical destroyers and strategic cruisers differ only in the relic required for reverse-engineering, and in that tactical destroyers do not require Subsystems to be built. This page will otherwise discuss primarily strategic cruiser production.


Hybrid Polymer Reactions

This is the process by which the fullerene gases mined in wormhole space are transformed in Hybrid Polymer, which will themselves be transformed in Hybrid Tech Components (see below). The Polymer Reaction interface look like this:

T3 Reaction Interface.png

Skills

The required skills are the same as for T2 (Hybrid) reactions:

  • Reactions (1x): 4% reduction of reaction time per skill level. Level 3 is needed for the Hybrid Polymer Reactions needed for T3 production.
  • Mass Reactions (2x): One additional reaction slot per Level (from the one slot base allowance).
  • Advanced Mass Reactions (8x): One additional reaction slot per level (for a maximum of 11 with both skills at 5).

Materials

  • Polymer Reaction blueprints are seeded on the NPC market under Reactions > Polymer Reactions. As with other reactions these cannot be researched.
  • Fullerenes are obtained by harvesting gas sites in w-space. See Gas Cloud Mining#Fullerenes for more details. Fullerenes are very bulky and shipping large quantities of these gases may become challenging, however they are treated as Ore for purposes of being carried by specialized cargo holds (such as via a Miasmos).
  • Minerals are obtained from mining standard ores (either from Ores sites in w-space, or asteroid belts in k-space). Compared to Tech 2 manufacturing, very little minerals are actually required to manufacture Tech 3 ships and subsystems.
  • Fuel blocks are also required. These can be manufactured from ice and PI commodities or purchased on the market.

Process

Polymer reactions are done in Refineries (Athanor and Tatara). The refinery needs a Standup Hybrid Reactor I service module online and can be rigged for material and time efficiency using T1 or T2 rigs. When looking for a suitable refinery, look in the Facility tab of the Industry window and mouse over facilities that show up in the Reactions column. You're looking for a facility that supports Hybrid Polymers:

T3 Refinery Lookup.png

Notes:

  • The Standup Hybrid Reactor is not the same as the Standup Composite Reactor (which is used for producing T2 components and intermediates).
  • In this screen capture, the facility has a bonus to production, but not to Hybrid Reactions.
  • The System Cost Index will impact the job cost, and is calculated based on all reactions done in the system, not just on Hybrid reactions.

The process is the same as for other reactions:

  • Choose Reaction formula
  • Set number of runs
  • Set input & output location
  • Press Start
  • After run time has passed, press deliver
  • Repeat as necessary

After the reaction process the Hybrid polymer produced will typically have 40% or so of the feed materials volume, depending on the exact reaction and on the facility ME bonuses.

Hybrid Tech Component Construction

These components are used to construct both the subsystems and the hulls. You can manufacture these in any citadel or station where construction is possible (where there is an online Standup Manufacturing Plant I). The BPOs are available under Blueprints > Manufacture & Research > Components > Subsystem Components and may be researched & copied as normal. Normal facility bonuses apply. A rig (Advanced Component Manufacturing) can also be installed to speed up manufacturing or increase material efficiency.

Skills

Each Hybrid Tech Component BPO needs Industry (1x) trained at V and Electromagnetic Physics (5x) trained to II and may require in addition one of the following skill

Materials

Construction of subsystem components is from two material sources:

  • Ancient Salvage is obtained by salvaging Sleeper wrecks in w-space.
  • Hybrid Polymers obtained from the reaction process as previously described.

Invention of BPCs

This is the process by which T3 BPCs - for hulls and subsystems - are invented. This process is very similar to the process of T2 Invention. The Invention interface looks like this: T3 Invention Interface.png

The initial object required is an ancient relic, retrieved from Relic sites in w-space. Ancient relics look very much like BPOs, except with a yellow background instead of a blue one. Unlike a BPO, however, they will be consumed during the Invention process.

There are six different types of ancient relics, each prefixed by a specific quality level (Intact, Malfunctioning or Wrecked, see below):

  • Small Hull Section - used to invent a T3 destroyer BPC
  • Hull Section - used to invent a T3 cruiser hull BPC
  • Armor Nanobot - used to invent a Defensive Subsystem BPC
  • Power Cores - used to invent a Core Subsystem BPC
  • Thruster Sections - used to invent a Propulsion Subsystem BPC
  • Weapon Subroutines - used to invent an Offensive Subsystem BPC


Each type of ancient relic comes in three different qualities, which determine the chances of success and the quality of the resulting BPC:

  • Intact - highest chance of BPC invention (26% base chance of success, 20-run BPC)
  • Malfunctioning - medium chance of BPC invention (21% base, 10-run BPC)
  • Wrecked - lowest chance of BPC invention (14% base, 3-run BPC)

Skills

Sleeper Encryption Methods (4x) is the basic skill required for every type of Ancient Relic.

Then each ancient relic needs its own two skills. The Subsystem Technology skills themselves each require a specific science skill at IV.

Materials

  • Ancient Relics are gathered from Sleeper Relic sites in w-space using an Relic Analyzer (Archaeology skill). They can also be found in the Derelict Talocan Battleship found in certain Sleeper Data sites (despite being found in a Data Site, this object also requires a Relic Analyzer). Be warned that these sites are also combat sites.
  • Tech 3 Subsystem Datacores are obtained from Sleeper Data sites in w-space using a Data Analyzer (Hacking skill) and are required for invention of the various subsystems. Be warned that these sites are also combat sites.
  • Standard datacores are obtained from Factional Warfare LP stores, R & D agents, randomly from Data sites, or just the market and are required for both invention of the subsystems and of the T3 hulls.

Process

T3 invention is mostly identical to normal T2 invention. Datacores and decryptors (if used) are consumed whether the Invention is successful or not. As usual the chances of success and the number of runs of the invented BPC can be changed by using a decryptor.

The T3 invention process is fast with a base time of only one hour. With good skills and citadel bonuses, the time can easily be reduced to 25 or 30 minutes. One major difference with T2 Invention, however, is that only one job run per science job slot can be submitted at a time. Given the low base chance of success of the process, especially with Malfunctioning or Wrecked ancient relics, this prevent a player from submitting 20 runs overnight and hoping that over the number of runs one or two will have succeeded.

Most players will therefore want to have the required skills at least at III before attempting the invention process, and having them at IV will help to increase the chances of success. Many players doing T3 Invention will also use decryptors such as Attainment or Parity to increase the chances of success further.

Subsystems and Hull Construction

This is the final part of the process where the BPC that were invented previously are used to manufacture the Tech 3 hulls and subsystems using the Hybrid Tech Components. The Production interface will look familliar:

T3 Production Interface.png

Skills

Construction of Tech 3 subsystems and hulls are skill intensive. The skills required are as follow.

For Tactical Destroyers:

For Strategic Cruisers

For Subsystems

Materials

Tactical Destroyers, Strategic Cruisers and Subsystems are created using invented BPC and Hybrid Tech Components. In addition Tactical Destroyers and Strategic Cruiser require R.A.M.- Starship Tech, for which the BPO is sold by NPCs in k-space.

Process

Tech 3 subsystems and hulls can me manufactured in any Citadel or Engineering Complex with a Standup Manufacturing Plant I service module online. Rigs exist that can speed up the process or increase material efficiency. These are

  • For Tactical Destroyer, Advanced Small Ship Manufacturing
  • For Subsystems, Advanced Component Manufacturing (same rig as for manufacturing Hybrid Tech Components)
  • For Strategic Cruisers, Advanced Medium Ship Manufacturing

A Tech I and Tech II version of these rigs exist. The usual skill, implants and Facility bonuses also apply.

The actual production process works like any T1 industry job:

  • Choose Blueprint
  • Set number of runs
  • Choose input and output locations
  • Press Start
  • Wait until the run time has passed and press deliver
  • Rinse and Repeat

Final thoughts

As you are now in no doubt, T3 construction is one of the most complex manufacturing process in EVE. Most of the T3 production activity in EVE used to be carried out by wormhole-based corporations at their own structures in w-space, although a fair amount is now done by sov null based corporations. The skill requirements to manufacture Tech 3 ships are also high, and the large volume of material to move is logistically challenging.

Tech 3 ships are therefore very expensive, with prices for a Strategic Cruiser hull and all four subsystems around the 250m - 300m ISK mark (as of December 2018). With a good set-up, the production of Tech 3 ships and subsystem can however be profitable, but this likely won't be the first thing the new Industrialist will try.