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General tips for a production newbie?

Author
Elder Todako
#1 - 2014-07-30 05:15:25 UTC
Hi all. I'm a budding little wannabe industrialist. My first character was all combat and enrolled in a nice pvp training corp with nullsec, so in order to experience some industry stuff I have decided to do another character or two in training on the same account.

Now, I have done enough homework to know that 90% of this is math and spreadsheets. That's fine and something I'll tackle on my own with excel and the multitude of helpful websites I have been bookmarking. What I do still need to know; however, is more general stuff like what skills to train first, how standing might be helpful or not, and essentially distilled wisdom on getting a manufacturing and researching gig started.

Just to bounce some of my vague ideas off you all: I'd planned to put my first alt in training with production skills first and the second with trade skills to buy materials and sell my products. Later on I plan to add researching to the first alt and production skills to the second. I don't see any long-term benefit to putting a lot of sp into these characters since my projection is that they will produce t1 stuff and my main limitation will be production slots and market orders.

Anyhow, if you have a skill training or general production tip to throw my way I will be grateful for it. I should also mention ahead of time that I am not intending to mine or do PI or other grindy type stuff as that doesn't really suit me. I have a couple hundred million stashed from ratting to act as a seed fund so hopefully getting into small time stuff won't break my bank.
Chuk Ormand
Alternative Solutions Corporation
#2 - 2014-07-30 18:30:03 UTC
Hello and Welcome to the Indy side of EVE!!

I'm a 2 year player who mostly researches, invents, copys, and manufactures. I only PVP/PVE when my corp requires it. Don't let anyone tell you manufacturing can't be profitable. I've made most of my billions making and selling tech 1 items. I've only been inventing and making tech 2 stuff since i heard about Crius coming a few months ago. I have 2 main accounts and started training all 4 alts for invention and manufacturing. I don't mine anymore and buy all my materials. Saying that it is important to try to buy by setting up your own buy orders. You usually can buy stuff for less than the lowest seller's sell orders. This does require some capital so if you don't have much isk now..............just remember this tip for the future.

The art of successful manufacturing is planning. You need to know the items you build must be profitable and people will want to buy them. In my beginnings i started manufacturing ammo. Most newbies do. The blueprints are cheap and they are easy to build. Think of the ammo every newbie ship uses. There is always a market for it. The profits aren't spectacular but starting with simple ammo will teach you how the process works. You will learn the market ins and outs buying materials and selling your stuff. When retrievers were profitable to build i always got a great feeling when i saw someone flying a ship i built. I made my first billion making those retrievers...................................

Things that are profitable now may not be in the future. This is where planning what you build comes in.

https://www.fuzzwork.co.uk/blueprint/


This is a great tool to study blueprints with. You can enter any blueprint and see all the costs. The new indy interface in Crius is greatly improved too. Once you know your costs you can look the item up on the market and see its sell history. I can't stress this enough........................If you build something that doesn't sell well it can tie up you isk preventing you from expanding your indy operations. You used to be able to re-process your sleeper items at a small loss before Crius. Now your losses would be much higher if you reprocess. Crius in its entirety seems to require anyone to make more wise choices to be a success in indy. What you build...........and now where you build must be smartly decided.

Good luck in your industrial endeavors!! I hope you have as much fun as i do! -chuk
Elder Todako
#3 - 2014-07-31 00:56:56 UTC
Thanks for the tips. It's good that players take the time to pass on this information what with the sticky post having a dead link. Lol
Arcosian
Arcosian Heavy Industries Corp Holding
#4 - 2014-07-31 04:04:40 UTC
I have been into indy forever and have done it all. I've made and lost billions throughout my time in eve and have learned a lot along the way so here are some things I can't stress enough:

1. MINERALS YOU MINE ARE NOT FREE!!!!!!
Being an industrialist is not the same as a miner. Lots of miners think if they mine the minerals to build say a ship that makes the ship cheaper to build since they didn't have to buy the minerals off the market. Using this mentality, they build the ship with their "free" minerals and list it cheaper on the market and end up costing themselves isk.

So when you do your cost analysis on building something always use the sell order price of the materials (if you mined them) or what price you bought them for.

2. Don't bother mining for large builds.
When you start getting into larger and larger builds you will find there will be no way you can mine everything yourself and build it in any reasonable amount of time. There was a point when I was going through upwards of 5 freighter loads of minerals a day. All large scale industrialist buy their materials off the market or directly from suppliers.

3. Don't build ships
You can't compete with people that have already bought and researched those expensive BPOs and are building them with materials bought months ago at much lower prices. Not to mention the margins are not that high and for someone new you want high margins and high volume.

4. Start with small/medium rigs not ammo
The BPOs are cheap, volumes are pretty high in trade hubs, margins are pretty good sometimes even double build cost, build times are low and salvage is really low volume so you won't need a freighter. sm/med rigs will give you much better isk/hr than ammo could ever hope to.

5. Don't over saturate the market with a huge build ex. don't build 1000 items and drop that on the market when the daily moving average is 100. Everyone will undercut your order because they don't want their stuff stuck for 10 days and the price will crash leaving you stuck with a bunch of isk tied up for weeks.

6. For a new industrialist starting in Crius with the addition of taxes at NPC stations and install fees it will be very important to make spreadsheets to account for all of the costs because while something looks good once you factor in taxes and install fees you will see they add up quick and can end up costing isk.

7. Standings will help lower taxes and broker fees on buying and selling your items.

As for skills:

For building and researching
Advanced industry 5
advanced mass production 4
industry 5
mass production 5
advanced lab operation 4
lab operation 5
research 5
science 5

For trade
connections
diplomacy
social
everything in the trade tab as needed
Termy Rockling
Sebiestor Tribe
Minmatar Republic
#5 - 2014-07-31 10:29:08 UTC
You can leave the advanced skills for later to get started like since you dont need the long train for material eff skill anymore.
Also you need to have some hauling skills and tank on the hauler, later when you start to produce more expensive stuff get a blockade runner unless your stuff is large.
Coffee Rocks
Caldari Provisions
Caldari State
#6 - 2014-07-31 11:13:29 UTC
I just wanted to dip in to suggest 3 things before I head to bed:

1) MIMAF - this stands for "Minerals I mine are free", and refers to the train of thought that your time and expertise are 'free' (i.e., time spent mining does not count towards cost). This is wrong, plain and simple, just as Arcosian articulated above. ALWAYS figure in your costs (I for one use the mean average of bare minerals to figure all of my cost/profit, btw).

2) Spreadsheets help maximize your time, and therefore your profits. Googledocs are highly recommended - and I say that as a guy who was pulled into GoogleDocs kicking and screaming. Trust me, just use em over Excel.

3) /recruitingengaged Sov Null is now the best place for profit for manufacturers. I run a sister corp in Brave that has an outstanding manufacturing Director who has instituted an awesome program to help keep newbies flying while making the corp manufacturers ISK. We need help on T1 and T2 build demands (we in Brave tend to burn through a lot of ships hehe), so feel free to apply if that interests you. Even if you don't participate in corp projects, we are very helpful getting individuals sorted for their own personal projects. /recruitmentmodeoff

Good luck o7