Difference between revisions of "Industry School"

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==Production==
==Production==
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 Tech 1 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.
https://wiki.eveuniversity.org/Manufacturing


===Basic T1 production===
===Basic T1 production===

Revision as of 18:53, 14 June 2023

Gooniversity Departments
New Players PVE PVP Exploration Industry
Newbee Survival School PVE School PVP School School of Exploration Industry School


Welcome

Industry in EVE Online covers a wide set of jobs that aim to produce things for other people to use. Almost everything, except for some specific cases, has been built by another player, from ship hulls to modules or from citadels to Jump Bridges, pretty much everything you use in EVE has been made by someone else!

Types of Industry

Industry is separated into three distinct activities: Production, Reactions, and Science. While all activities are complementary, you do not necessarily have to utilize all three types since blueprints, materials, and components from reactions can all be bought on the market. Keep in mind, this usually will result in a margin loss. A graphical representation of the three types of industry jobs is shown below. In red, production, in green, reaction, in blue, science.

Types of Industry Jobs from Old Wiki.png


Home Economics

GSOL needs you... To do your part (TLDR Sell me your PI + minerals)

Goonswarm Economic Zones - Locations and Details

Goonswarm Economic Zones (GEZ) are systems within our home space that are designated for a certain type of industrial specialization. These systems contain state-provided industrial structures which are open to any Imperium members. These structures are provided, maintained, and fueled by GSOL, so you don't have to worry about SSTAT deleting your Titan production job.

The intent is to provide baseline infrastructure to enable all varieties of Eve Online industry in order to facilitate local economic production and commerce.

Each GEZ will be optimized for certain types of industry in order to distribute load on the system cost indexes, and member corporation or alt corporations will be prohibited from deploying their own hardware within any designated zones.

GEZ systems

Production

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 Tech 1 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.

https://wiki.eveuniversity.org/Manufacturing

Basic T1 production

  • Blueprints
  • time efficiency and material efficiency

Invention

  • Datacores
  • Decryptors

T2 production

  • Advanced components

T3 production

  • Reverse engineering

Capital ships

Planetary Industry

Planetary Industry (PI) (previously called Planetary Interaction or Planetary Production (PP)), is a type of Industry that allows pilots to create industrial colonies on just about any planet in the EVE universe. The aim of this is producing goods from raw materials extracted from the planet. Planetary Industry can produce a range of commodities which can be used in blueprints to create POS Structures and Fuel Blocks, Sovereignty structures, Boosters, Nanite Repair Paste, and T2 components.

Finding good PI systems

  • external tools
  • advantages of alt corps
  • sharing cans without alt corp

So now it's time to shop for a suitable planet. You have read up on what is made from of what on the Setting up a planetary colony page, and you have decided to make something. Now you need to find one or more planets that will keep your assembly line going. As you might expect, the abundance of resources on a planet is affected by the system's Security Status, but this is not the only consideration. If you want to make a whole product chain on one planet, you need to look at the mix of resources available too.

Several variables come into play in making this decision:

  • Whether you need a specific product for your goal, or are maximizing profit from resource extraction
  • The abundance of the product you need for the goal
  • The relative abundance of the multiple products you need to achieve the goal
  • The radius of the planet, which determines the cost of all of its links

External Tools for PI

DOTLAN can be used to find potential planets prior to undocking.

  1. Select your region name
  2. Select your system name
  3. Select Moons - This will display the type of moons and their stats

https://hanns.io/pi/ can be used to map out what PI you need to make based on the end result you wish to have

planetsin.space -- a PI management and reminder tool

Prep for PI

  • PI skill plan (share it)
  • Command centers
  • Epithal - the best ship ever

Extraction planets and best practices:

  • Only one P1 per planet
  • Keep all the links short
  • Explain doubleclick shortcuts when setting up routes

Factory planets

Demonstrate simple P2 factory setup Demonstrate P1-P3 factory setup Demonstrate P4 factory setup

Reactions

Reactions are processes through which moon ores and gases are turned into intermediate products necessary for the manufacture of Boosters, T2 items/hulls, or T3 items/hulls. Each reaction requires a Reaction Formula, which works similarly to Blueprints but cannot be researched, copied, or invented. Furthermore, reactions can only be conducted in Refineries that have the relevant reactor module installed.

https://wiki.eveuniversity.org/Reactions

Science

Science is a big category. It's mostly focused toward industrialists and other researching types. Training in a skill required to make an item will reduce construction time, and increase invention success probability. Most skills will also have a set of Tech 2, Tech 3, or Capital components that require that skill. For most categories, the corresponding items for skills are derived from the in-game "Required For" tab for the skill, which may be significantly inaccurate. Please consult a blueprint's skill requirements to confirm which skills are needed.

All attributes except for Perception are important to learning scientific skills.

https://wiki.eveuniversity.org/Skills:Science