Toggle menu
Toggle preferences menu
Toggle personal menu
Not logged in
Your IP address will be publicly visible if you make any edits.

PAGE UNDER CONSTRUCTION BY WIKI TEAM

Important Info

This page is constructed in the general order of an individual's industrial progression. That does not mean that you have to follow this order, it is simply designed to be as straight-forward of a resource as possible for newbees. Subsections are constructed generally in the order of the manufacturing chain.

Linked pages (maybe to make):

  • Industry Skills
  • Blueprints (and Invention)
  • Reactions
  • T1 Production
  • T2 Production
  • Planetary Industry
  • Mining (tangential)
  • alt-corp creation/rules?

General Considerations

While industry can be lucrative, it can also put you at a net loss if you're not careful. Be sure do to your research on whatever you choose to produce to avoid running a deficit.

Obtaining Materials
TLDR: Just because you mined it does not make it free, consider if mining it yourself would save you more ISK than you could otherwise gain with the same amount of time. If you're looking to maximize you ISK/hr, then do whatever makes the most ISK (including if it's mining) and use the funds gained from that activity to buy the materials you are lacking.

System Index
TLDR: The higher the system index is, the higher the job cost will be for the respective type of industrial activity. Lower indexes will have lower install costs (if tax remains the same), but be sure to consider logistics of getting your product to and from the market.

Editor's note: It is believed that the index is using the amount of job-hours currently running in a given system compared to the global job-hours in some form of the calculations. This index also continues to rise for a few days after jobs are submitted, and takes (I think) 2 weeks to reset if 0 jobs are running. It's likely some form of average over time.

Read more about it here: <make a link>

Location
TLDR: While manufacturing far away may offer the lowest indexes, that can be outweighed by the cost of getting material to and from that location, especially if it's not along any common routes or out of titan bridge range (7 ly)

Goonswarm Economic Zones (GEZ)

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.

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.

Maintained list of GEZ systems

Corporation Economic Zones (CEZ)

Corporation Economic Zones (CEZ) are systems with industrial infrastructure provided, controlled, and maintained by individual member corps, or alt-corps within GSF. The industrial structures in these systems are NOT managed by GSOL, so use at your own risk.

You will always have docking access to any blue structure in GSF space, so there is not a risk of you being unable to haul stuff out of a CEZ.

CEZ systems can be found under a separate section on the same list as the GEZ systems linked above.

Basic Industry

Skills
TLDR:

https://wiki.goonswarm.org/w/Industry_Skills

(Skills make indy faster/better)
(List of useful Skills)

  • Industry
  • Advanced Industry
  • Mass Production
  • Advanced Mass Production
  • Supply Chain Management

Blueprints
TLDR:

Blueprint Info

  • Obtaining BPOs
  • Researching BPOs
  • Copying BPOs

(Check with your corp to see if they have a BP library they maintain)
(Consider if you want to buy researched BPOs vs Unresearched. Unresearched would be better/cheaper for invention)

T1 Production

TLDR:

https://wiki.goonswarm.org/w/T1_Production


Intermediate Industry

Advanced Skills
TLDR:

https://wiki.goonswarm.org/w/Industry_Skills

(Skills make indy faster/better)
(List of useful Skills)

  • Advanced (ship) Construction - used for building T2 ships
  • Outpost Construction (requires Anchoring V) - used for building structures
  • Reactions (reaction speed
  • Mass Reactions
  • Advanced Mass Reactions
  • Remote Reactions

Blueprints (Invention)

TLDR:

https://wiki.goonswarm.org/w/T2_Invention

Reactions

Fuel Blocks
TLDR: Big, bulky, not cheap

Composite Reactions
TLDR: Moon goo go brrrt

Complex Reactions
TLDR: Moon goo products go brrrt together

Biochemical Reactions
TLDR: Various Nullsec and Lowsec gas gets turned into combat boosters.

T2 Production

Inputs
TLDR: Most T2 items require a T1 variant as part of the input, almost all T2 items require some Morphite as one of the input materials. Most of the cost of T2 manufacturing comes from the Advanced Components that are made using various complex reactions (covered under <link: reactions> below).

Outputs
TLDR: ??

T3 Industry

TLDR: Manufacturing of T3 ships (Tactical Destroyers & Strategic Cruisers) requires special BPCs only found in exploration sites inside of wormholes.
More Research needs to be done.

Advanced Industry

TLDR: This is where you have larger amounts of ISK flowing in and out of your wallet, and maybe have created an alt-corp.