Most items in the EVE universe are player built,
so manufacturing is a big part of the game. Manufacturing
covers a lot of ground, from lab research, to building
your goods, to selling them. Let's start off with the
basics: the skills any production character really needs
to have to be effective.
The most critical skill any production character
must have is Production Efficiency . After you've bought
it, train it until you reach level 5. Production Efficiency
is the single biggest must-have skill to be effective
and competitive when producing goods, and unlike many
skills, the payoff for reaching level 5 is worth it.
An example can best illustrate why this is.
Suppose you and a competitor both have a particular
blueprint which is equally well researched (I'll get
to research in a bit). You have production efficiency
5 and he doesn't. Let us further suppose that the total
inputs listed on the blueprint come to a total value
of 1000. You will be able to create the items for the
cost of the materials listed on the blueprint, 1000.
Your competitor, on the other hand will need 1250 (I'll
get into the why of that later on). This may not seem
like a lot, but let's take another step on down the
road of this example and see what happens when you start
selling things.
You look at your goods and decide that a 50% markup
on the value of your goods is a decent profit. You price
them at 1500 and start selling them. Your poorly trained
neighbor now has a bit of a dilemma. He too can try
to get 50% profit on his goods, but that means he's
going to try to sell the item for 1875. He might get
lucky and sell his goods. But then again, he probably
won't. He is going to have to suck it up and try to
compete with your prices. To do this, he'd have to match
your price of 1500. That means he is making a paltry
20% on the value of his goods, not nearly as good of
a profit margin as you have.
Other skills are definitely invaluable as well. After
PE, number two would be Mass Production . This allows
the operation of multiple factories. Simply put, this
allows you to produce more goods. Industry is useful,
but you'll get a better increase in capacity through
mass production. Five levels of industry will increase
your overall capacity for building by 33%. Three levels
of mass production will increase your capacity by 300%,
plus allow you to build at multiple locations. Give
Mass Production a higher priority than training industry,
even if it is a level two skill, it's still more valuable
for the time you put into it than industry.
Then there are the science skills. These are considerably
less important than the production skills. Why? Anyone
with 1 level of Science can operate a lab. At 20,000
ISK, science is a very inexpensive skill, and, to do
research, players only need view access to the blueprints.
Make use of the labs. Everyone in your corporation you
trust should have science and be researching something
- the only real cost is the lab rental fee. The Science
skills (science, metallurgy, and research) only currently
reduce the time to research. While this is helpful if
you have a lot to research or need something researched
quickly, the reality is that you gain a lot more by
paying 20k and having another player also do research.
However, if you do have a character highly trained in
the Science skills though, make sure he/she also has
Lab Operations. After all, if you've got a bonus, make
sure you can use it as widely as possible. Lab Operations
is extremely important for small corporations and individuals
as well - it multiplies the effectiveness of a limited
number of individuals.
Manufacturing Skill Summary
Skill
Skill
Group
Primary
Attribute
Secondary
Attribute
Level
Notes
Production Efficiency
Industry
Memory
Intelligence
3
Reduces production costs
by 4%.
Industry
Industry
Memory
Intelligence
1
Reduces manufacturing time
by 5% per level. Allows you to operate 1 factory
(doesn't increase with additional ranks).
Mass Production
Industry
Memory
Intelligence
2
Increases number of factories
you may operate by 1 per level.
Science
Science
Intelligence
Memory
1
Reduces copy time by 5%
per level. Allows operation of 1 research facility
(doesn't increase with additional ranks).
Metallurgy
Science
Intelligence
Memory
3
Reduces mineral efficiency
research time by 5% per level.
Research
Science
Intelligence
Memory
1
Reduces productivity research
time by 5% per level.
Laboratory Operations
Science
Intelligence
Memory
1
Allows the operation of
1 additional research facility per level.
Refining
Industry
Memory
Intelligence
1
-2% refining waste per level.
Refinery Efficiency
Industry
Memory
Intelligence
3
4% refining waste per level.
------------------------------------------------------------------------------------------------ Selecting Your First Blueprint
Once you have the skills you need for production,
you need to make some decisions on what to produce.
In general, there are two reasons people make things:
• To provide items to use (either personally
or within the corporation).
• To provide items to sell.
If you have decided to build things to use for yourself
or your corporation, you should concentrate on items
you know you will use and want more of repeatedly. For
an individual, ammo fits this category well. Some equipment
and possibly ships may be worth getting if you go through
a lot of them. For corporations, any gear that members
use on a regular basis is worth having a Blueprint of.
Just keep in mind that that there are many players
manufacturing goods, so you need to be smart about how
you select what to make to create profit.
When it comes to sales, there is plethora of information
available in the market to help you make an informed
decision. Hiding in the market screen is historical
information on anything and everything you can buy in
the market. If you open up the market and drill down
and select a single item, you will see the map of the
region used in the supply and demand displays. This
is what most people use the market for and are familiar
with. There's a lot more information though for the
discerning player who is planning to build a mercantile
empire.
Specifically, this refers to the history tab. If you
click on this, you can see how well an item has sold
over a period of time. By adjusting the combo boxes
on the left, you can view how well an item has sold
at the station or throughout the region. You can see
how many items have sold each day, the high and low
prices, plus the average. While this may seem a bit
dry, it's invaluable information for planning what you're
going to sell.
As
blueprints are central to production, we are going to
cover what the information on a blue print means in considerable
detail. Once you have a blue print in your cargo hold,
you can right-click on it to get detailed information
about it. Here is a screen capture of an Antimatter hybrid
charge blue print. One thing should be noted is that blue
print stats do not take into account any skills you possess
(or lack). They do take into account any research which
has been performed on them.
Manufacturing Time : This is the amount
of time in seconds it takes to build one run of the
item.
Mineral Level : The mineral level
indicates how many times the blueprint has undergone
mineral research.
Wastage Factor : This is a confusing
number in many respects. There are really two kinds
of waste involved in building things. The first, which
can be called incompetence waste, is based on the level
of a character's Production Efficiency skill. This value
refers to the other, which we can call design waste.
The design waste is dependent on the blueprint's levels
of mineral efficiency. It adds an additional amount
of each type of mineral to the overall cost of building
an item with the blueprint. The waste factor, for everything
except drones, is figured according to the following
formula:
(.1 / (1 + ME) )
Where ME is the number of levels of mineral levels
the BP has. For drones, the formula is:
(0.05 / (1 + ME ))
Research Mineral Time : This is the
time, in seconds, it takes a player with level 0 Metallurgy
to increase the blueprint's Mineral Level by 1. This
number is typically 2400 for ammunition and drones,
12000 for equipment, 120000 for frigates, 240000 for
industrials and cruisers, and 360000 for battleships.
Research Copy Time : This is the time,
in seconds, it takes a player with level 0 Science to
create a copy of the blueprint for one half of the blueprint's
maximum number of licensed production runs. This number
is typically 2400 for ammunition and drones, 12000 for
equipment, 120000 for frigates, 240000 for industrials
and cruisers, and 360000 for battleships.
Produces : This is the name of the
item you will end up with if you plug the blueprint
into a factory and manage to build an item.
Copy : This simply states whether
the BP is a copy or an original. This is how you tell
the difference. If you are buying a blueprint original
from someone, be absolutely certain that you check this
value on the item's information to be sure it is not
a copy.
Research Productivity Time : This
is the time, in seconds, it takes a player with level
0 Research to increase the blueprint's Productivity
Level by 1. This number is typically 2400 for ammunition
and drones, 1200 for equipment, 2400 for drones, 120000
for frigates, 240000 for industrials and cruisers, and
360000 for battleships.
Productivity Level : The productivity
level indicates how many times the blueprint has undergone
productivity research.
Licensed Production Runs Remaining :
When you copy a blueprint you have to decide how many
runs the blueprint will be good for. The more runs you
set, the longer the blueprint copy takes to make. Each
run remaining allows 1 batch of the item to be made
in a factory. Typically, ammunition and drones have
a maximum of 1500 runs, equipment a limit of 300, frigates
can be set with at most 30 runs, industrials and cruisers
have a limit of 15, and battleships 10. You may notice
that some blueprints have this value set at Infinite
(as a result of being copied prior to the patch which
implemented this feature). This means what it says:
you can use the copied blueprint infinitely without
problems.
Production Batch Size : This is how
many of the item you get for each run of the item you
make in the factory. For ammunition this is 100. For
rockets and light missiles, it is 10. For everything
else, you get 1 per batch.
Required Ingredient (Per Batch) :
This indicates how many units of a particular mineral
you need to build one batch of the item. You will have
one of these entries for each mineral type required
to build the item. This number includes any design waste
as a result of low mineral levels on the blueprint,
but does not include any incompetence waste as a result
of a low Production Efficiency skill. This value is
the total of what I call the base ingredients (not shown
on the BP) plus the wasted ingredients.
Wasted Ingredient (Per Batch) : The
wasted ingredient is just that, the number of units
of extra minerals you must use due design waste. You
will have one of these entries for each mineral type
required to build the item. Ideally, you want this number
to be less than 1 for each mineral. This number is derived
from the base mineral requirements (not shown on the
blueprint) times the Wastage Factor.
Something which is not on the blueprint, but which
is a valuable statistic, is the base amounts of each
mineral needed to make something, which I refer to as
the base minerals. This can be figured out by taking
the required ingredient and subtracting the wasted ingredient
for each mineral (tip: if you haven't researched any
mineral levels yet, the base minerals are ten times
the wasted ingredient for most items, and twenty times
for drones). The base minerals are the starting point
which everything else gets computed from for constructing
items. They are also the amounts to start from when
determining how much you get for recycling an item.
We're
going to walk through the actually factory wizard, to
get a good overview of how to make factories work.
The starting point for installing any job in a factory
is the Factory Window. The screen capture is a sample
of what you might see if you were to click on the factory
button at a station. You should note that all the examples
here are presented from the viewpoint of a corporation
member. If you are an individual operating a factory
without the assistance of a corporation, the steps are
nearly identical, save that you won't have to choose
which hangar to use on various steps.
On the right side of our factory window, you will find
a list of all of the factories present on the station.
Currently, on stations which sport factories, there
are 36 factory slots in total available. Each of the
factories will be listed as being in one of the following
states: Publicly Available , Rented
, Rented to yourcorporation
, or rented to you .
Publicly available factories are available to rent;
you click on the 'Rent Slot' to rent them. If you are
a member of a corporation with an office at this base
and you have the factory manager role, you'll be prompted
to decide if you want to use the corporate hangar or
not. The next dialog informs you of how much the rental
fee is - if you answer no here you don't have a spot
to build things, so it is recommend you say yes.
Rented factories are ones which have been rented to
either individuals other than yourself or corporations
other than yours. You can't identify who has individual
slots rented; they all are just listed as "Rented."
Slot 7 on the screen capture above fit this category.
Factories showing Rented to your corporation's name
have been rented for the usage of your corporation.
Some of these slots may show items which have been installed
into the slots.
A factory listed as Rented to your character's name
are ones rented to you personally. Like the slots rented
to your corporation, these may also have items installed
into them.
This leads us to installing an item. First, you want
to click on a slot. This will highlight it. Once you
have done this, you may use the three buttons at the
top, depending on the current activity of the selected
slot.
The ' Rent Slot ' button is only of
use when you have selected a Publicly Available slot.
It allows you to rent the slot for your (or your corporation's)
use. If you choose to rent this for your corporation,
it will be available for use by members of your corporation;
otherwise it is only available for your personal use.
A dialog such as the one to the right will be displayed,
letting you make this decision. You will then be informed
of how much the rental is for.
The ' Cancel Rent ' button is only
of use if you have selected a slot which you or your
corporation has previously rented. It will simply cancel
your rental of the lab.
The last button, the ' Install ' button,
only works if you have a slot which contains a factory
you or your corporation has rented selected. It is the
meat of the Factory window as it initiates the factory
wizard in a factory slot you or your corporation has
previously rented. A word of caution about the factory
wizard - the dialog is modal; therefore you can not
switch the focus between it and other windows (such
as one of the chat channels). All of the factory wizard
screens have 4 buttons: Back, OK, Cancel, and Next.
Back will take you back to the prior step in the wizard
(unless you are on the first step, in which case it
does nothing). The OK button is used for the final confirmation;
it does nothing on the other steps. The Cancel button
works during any step and will abort the lab wizard,
closing it. Finally, the Next button will take you to
the next step in wizard (unless you are on the last
step, in which case nothing occurs).
The Install button will also become an 'Uninstall'
button if a job is already installed in the slot by
you or a member of your corporation. If you click on
the Uninstall button, it will eject the blue print and
its ingredients from the factory back to the hangar
they came from. However, you will lose one-half of the
minerals being used in the current batch, so use this
button sparingly.
The Factory Wizard
When
you begin the factory wizard via the install
button , your first screen will ask you what
hangar you wish to select an item to install from. This
is the hangar containing the blue print you want to
install, and can either be your personal hangar or your
corporation hanger.
Click on the double down arrows drop down a list to
select the hangar from. You need to have view access
to the hangar containing the blueprint you are selecting.
When you have selected the hangar you wish to use, a
list of all the available blueprints in the hangar will
be displayed. Click on the blueprint you wish to install,
highlighting it, then click on the next button.
You will next be asked to select a hangar for the mineral
inputs to be taken from if you selected a blueprint
from your corporation hangar. Click the double down
arrow to drop down a list of the hangars, and select
the hangar you want to use. Note that you must have
access to take items from this hangar. Once you have
the hangar selected, click on the next button.
You will now be asked to select a hangar where you
want the product to be output to. This will be the hangar
your finished goods (the item listed in the 'Produces'
entry on the blueprint) end up in. You are not required
to have any access permissions for this hangar at all.
Once again, select the hangar using the drop down, and
click the next button when you are satisfied with your
selection.
You will now be asked how many batches you want to
make of the item. It is important at this step to understand
the distinction between batches and how many items you
end up making. A batch is one run of the blueprint.
This is not necessarily how many items you will end
up with. Some blueprints create more than one item per
run (notably ammunition). The 'Production Batch Size'
entry on the blueprint will tell you how many items
you get per batch. For example, the Phased Plasma M
has a Production Batch Size of 100. So if I wanted 2000
rounds of that ammo, I'd want to do 20 batches. To set
the number of batches you want to make, you can either
enter the value using the keyboard or use the + and
- buttons on the right. Once you have the number of
batches you wish to make, click on the next button.
The final display will be a summary of what you have
specified. This is the last screen and once you click
on the ok button, the job will be installed, so take
this last moment to confirm that everything is correct.
Once you click ok, the job will be installed and the
factory wizard will close.
There are two values to consider with factories, the
amount of each mineral consumed, and the time per batch.
I'll present the simple formulas first, which use the
values already figured on the blueprints, then present
the full formulas which take into account research on
the blueprint (and allow you to check different values
for what if cases).
The amount of minerals consumed, per batch is equal
to:
The
steps involved in operating a lab are similar to that
used for factories; however, the exact steps are different
enough to warrant its own walkthrough. The best place
to start is the Research Facility Window. The screen
capture below is an example of what you might see when
you open up the research facility window at a station.
Note that in the examples that follow, the steps are
seen as by a member of a corporation. If you are doing
research in a lab you have rented privately, the procedure
is nearly identical, save that you won't have to decide
which hangar to select items from and send them to.
On the right side of the window is a list of all of
the labs which exist at the station. Currently, there
are 36 lab slots available at each station. Each of
the labs will be in one of the following states: Publicly
Available, Rented, Rented to your corporation, or Rented
to you. Publicly Available slots are just that, available
for rent by anyone. Slots 22-26 on the screen capture
show this state. Slots which are listed as Rented, such
as 14, 16, and 21, are not currently available for your
use, they have been rented by another player or corporation.
You can't actually see who other than yourself or your
corporation has rented a particular slot, they just
show up as Rented. Slots rented to you personally will
read Rented to Character Name, where character name
is your character's name. In our example, Slot 17 is
listed as 'Rented to Dawnstar', which is my character's
name, so the slot is available for my personal use.
Finally, slots can be rented to your corporation as
well, in which case the slot will read Rented to Corporation
Name, where Corporation Name is the name of your corporation.
The screen capture shows slots 15, 18, 19, 20, and 22
as Rented to Kiroshi Group (which is the name of the
corporation I belong to). You may also have noted that
some of the slots have items in them currently indicating
that they are in use. Slot 18 for example indicates
that it is rented to Kiroshi Group and currently has
an Omen blueprint in it.
In addition to the lab list on the right, there is
also the large pane on the left and the buttons at the
top (and of course the close button which closes the
window). The pane will list general information about
the various slots, including which ones you can view
and which you can use. The buttons at the top come into
play when you select a particular slot.
First, click on a slot. This will highlight it. Once
you have done this, you may use the three buttons, depending
on the current activity of the selected slot.
The 'Rent Slot' button is only of
use when you have selected a Publicly Available slot.
It allows you to rent the slot for your (or your corporation's)
use. When you rent a slot, the first thing you may receive
is a dialog asking if you wish to rent this slot for
use by your corporation. You will only get this dialog
if you have factory manager rights and your corporation
also has an office at the station. If you choose to
rent this for your corporation, it will be available
for use by members of your corporation, otherwise it
is only available for your personal use. Regardless,
you will also receive another dialog informing you of
the rental cost for the lab slot. I recommend approving
the rental as otherwise you won't be able to use the
lab.
The 'Cancel Rent' button is only of
use if you have selected a rented slot. It will simply
cancel your rental of the lab.
The last button, the 'Install' button,
only works if you have a slot which contains a lab you
or your corporation has rented selected. It is the meat
of the Research Facility window as it initiates the
lab wizard in a lab slot you or your corporation has
previously rented. One caution about the lab wizard
- the dialog is modal, and therefore you can not switch
the focus between it and other windows (such as one
of the chat channels). All of the lab wizard screens
have 4 buttons: Back, OK, Cancel, and Next. Back will
take you back to the prior step in the wizard (unless
you are on the first step, in which case it does nothing).
The OK button is used for the final confirmation; it
does nothing on the other steps. The Cancel button works
during any step and will abort the lab wizard, closing
it. Finally, the Next button will take you to the next
step in wizard (unless you are on the last step, in
which case nothing occurs).
The Install button will also become an 'Uninstall'
button if a job is already installed in the slot by
you or a member of your corporation. If you click on
the Uninstall button, it will eject the blue print from
the factory back to the hangar they came from.
------------------------------------------------------------------------------------------------ The Lab Wizard
Spying, scheming, double-dealing, and espionage are
devilishly delicious features of EVE for those who relish
walking on the dark side. Corporation leaders are urged
to exercise extreme caution when accepting new members,
particularly when granting access to their private communications
and corporate holdings. There are criminal elements
in EVE who can, and will, take advantage of unsuspecting
marks.
------------------------------------------------------------------------------------------------ Resigning from a corporation
The
lab wizard has several steps you must proceed through
to set up a job in a lab. The first of these steps is
to decide which type of lab job you wish to perform.
You will see a combo box with Manufacture in it and
a double arrow on the right side. Clicking on the double
arrow will cause a drop down to appear which lists all
the potential activities. These possibilities include:
Manufacture, Copy, Research mineral efficiency, Research
productivity time, Duplicate item, and Reverse engineer.
Currently , only Copy, Research
mineral efficiency, and Researchproductivity time are available , the
others will let you walk through the wizard, but you
will get a failure message at the end.
Research Mineral Efficiency
Researching Mineral Efficiency reduces the design waste
of a blueprint. This waste is the value which shows
up on your blueprints in the Wastage Factor and Wasted
Ingredient entries.
The waste factor, for everything except drones, is
figured according to the following formula:
(0.1 / (1 + ME) )
Where ME is the number of levels of mineral levels
the BP has. For drones, the formula is:
(0.05 / (1 + ME ))
In our example blueprint, the Merlin uses the former
formula, or (0.1 / (1 + 5)), which ends up as .0167
roughly.
The amount of time it takes to do one level of Mineral
Efficiency Research is equal to the blueprint's Research
Mineral Time * (1 - 0.05 * Metallurgy Skill Level).
One tip here, if you have an un-researched blueprint,
the number of mineral levels to eliminate all design
waste on the blueprint is equal to the single highest
Wasted Ingredient on the BP, rounded down (this can
also be figured by multiplying the base waste factor
-0 .1 or 0.05 by the base mineral needs with the highest
value).
Researching Productivity
Researching Productivity is the second activity you
can perform. Additional levels of Productivity will
reduce your blueprint's manufacturing time. I only recommend
doing this for ammunition or if you have some extra
lab time which you don't have anything better to do
with. Currently, it will at most shave five seconds
off your production time. This is significant for ammo,
but when you are dealing with the larger ships, it's
insignificant.
Productivity levels reduce your manufacturing time
by 5 / ( 1 + PL) where PL is your blueprint's productivity
levels. The amount of time to perform one level Productivity
Research is equal to the Blueprint's Research Productivity
Time * (1 - 0.05 * Research Skill Level).
Copy
Copy will create a duplicate of the blueprint you select.
Research mineral efficiency will increase the blueprint's
mineral efficiency level. Research productivity time
will increase the blueprint's productivity level. Once
you have selected an activity you wish to perform, you
need to click on the next button to move onto the next
step in the wizard.
A copy is just like the original with the following
restrictions: You can not do further research on a copy
and the copy is only good for a limited number of production
runs (with the exception of 'pre-patch' copies which
are good for an infinite number of runs.
The time to copy a blueprint varies according to the
number of licensed production runs you set. The copy
time listed on the blueprint is the time to copy off
a blueprint for a number of production runs equal to
one half of the maximum you can set. So the time works
out to be equal to the Blueprint's Research Copy Time
* 2 * Number of Licensed Production Runs * (1 - 0.05
* Science Skill Level)/ Maximum Number of Licensed Production
Runs.
At this point, you will be prompted to select an item
to install. First, click on the double down arrow to
select the hangar the blueprint you wish to research
is in. In my case, I scroll down to find the Production
hangar, which is where we keep our blueprints. Once
you have selected the hangar, the blueprints will be
displayed (see screen capture below). An important item
at this step is that you need to have view access to
the hangar the blueprint is in. Select the blueprint
you wish to install (this will highlight it) and then
click on the next button.
The next screen which appears asks you to select a
resource hangar. Currently, it doesn't matter which
hangar you select, as none of the currently functional
options require any resources. So, go ahead and leave
it where it is currently set and click on the next button.
The next screen will only appear if you are making
one or more copies of your original blueprint. It will
ask you how many runs the copies should be licensed
for. You can set this anywhere from 1 to the maximum
number of licensed runs. The maximum number of licensed
runs will be displayed on the wizard (and the text box
will have this number listed by default). I generally
make the number of runs the maximum. One comment here,
the number of licensed runs you select affects the speed
of making the copy. A copy capable of making half the
maximum number of runs will take an amount of time equal
to the Research Copy Time listed on the blueprint. A
copy with the maximum number of runs will take an amount
of time equal to twice the listed Research Copy Time.
Fewer licensed runs take proportionally less. Once you
have set the number of licensed runs to your satisfaction,
hit the next button.
The final step is confirming that everything you've
set up to this point. You will see a summary of everything.
If you are satisfied that everything is correct, hit
the OK button to finalize your selections (this is the
point of no return where the job actually goes into
the factory). If there is a problem with what you've
done, either cancel and start over, or use the back
button to step back and make the necessary corrections.
The Next button doesn't work at all for this step.