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EVE New Citizens Q&A

 
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Help me become a Titan of Industry

First post
Author
Blake Oberlynn
Doomheim
#1 - 2016-11-27 01:17:33 UTC
All joking aside I have played other MMOs with player run economies and have always enjoyed producing and selling goods. In fact the opportunity to implement and manage massive production lines across the cosmos is what brought me to EvE. So with that being said I was wondering if anyone had any pointers on where to start my journey or if anyone had any links to updated guides. A lot of the stuff I have found in my own searching is from a couple of years ago and is fairly dated, telling me to train skills that dont appear to be around anymore. I'm mainly trying to find a skill plan I can follow for training as well as what would be some good things to produce starting out. Also before anyone says it I know from my searching that I could probably sell the minerals I mine for more than the items I produce at the start, but where is the fun it that? To me the mining is the grind and the hanger full of awesome stuff I built is the pay-off. Fun>Isk
ergherhdfgh
Imperial Academy
Amarr Empire
#2 - 2016-11-27 01:30:38 UTC
The changes that they made to production skills several years back was to remove any skills that reduced the raw materials consumed so that new players were not at a total disadvantage.

Now the industry skills are mostly self-explanitory in that they either increase the number of jobs that you can have running at any given point or reduce the time it takes to run the job.

As you've already become aware collecting the ore to build from and actually building are two separate activities. If you enjoy doing both of them then fine do so but there is no reason to have to do both. Buying raw materials to build from is totally valid.

There is not all that much to the act of building stuff in this game. Knowing what to build, where to build it and sourcing all the raw materials at a decent price on the other hand are huge.

You will need market skills to reduce transaction costs and increase the number of orders that you can have up. If you want to build for profit you will also need to be able to buy and sell well.

Different places have different rates of return for reprocessing as well as reductions in amounts of raw materials needed for building.

Ammo is often a good place to start. It typically is low profit amount just do to the low value of the goods you are dealing with but the margins are usually good. In other words you can make a good return on a low up front investment. Many vets stay away from ammo because you are limited to how many jobs you can have going at any given point so wasting a job slot on something low value is often not worth it to someone with a large bankroll.

Sorry that I don't have any guides to link but hopefully I've at least given you a direction to look in.

http://wiki.eveuniversity.org/Industry_Overview

http://wiki.eveuniversity.org/Manufacturing

I've not read either of those links but Eve Uni wiki is typically a good starting point.

Want to talk? Join Cara's channel in game: House Forelli

Venkhar Krard
Brutor Tribe
Minmatar Republic
#3 - 2016-11-27 01:35:36 UTC
Yeah, sure ISK isn't the most important thing, but if you want to be a Titan of industry, don't be a noob and lose money. Here is the best software for industry I know of:

https://forums.eveonline.com/default.aspx?g=posts&t=63663&p=134

It will calculate almost everything you will ever need and will help you to sort your stuff and understand many things.

Ralph King-Griffin
Lords.Of.Midnight
The Devil's Warrior Alliance
#4 - 2016-11-27 01:46:15 UTC
I'm not an industry guy but as it turns out our alliance has had some influence in it.

Other will be much more able to get you up to speed on the ins and outs of it but I'll leave a little nugget of info for late use.

If your competitors are taking your business, you can pay mercenaries to hunt and destroy any in-space assets you know about.

This isn't going to be useful for you now, but later in your career you may find yourself in a position to prosper,
were your competition to have some rather unpleasant people (such as myself and my colleagues) taking interest in them.

You may also find that some people take a liking to blowing your **** up, should you find yourself unable to actually do anything about this yourself ... Well you can see where this is going.

Point being, you're going into an industry focus, remember that even that is every bit as competitive as other areas of eve,
in some cases more so.
Have a plan to deal with this and if you can't do so yourself, you can always pay someone to do it for you.
Just be sure to use a reputable group.
voetius
Grundrisse
#5 - 2016-11-27 11:08:40 UTC

The Eve University wiki linked above is the most comprehensive, up to date source. Apart from that there Is the Science and Industry sub-forum which you should take a look at.

The Science and Industry forum and Market Discussions forum here are both good places to find information on what's going on in Industry and the Markets, look for posts by Tau Cabalander, Bad Bobby and Do Little, they are often found answering this sort of question about getting started.

Apart from that it's just research, try stuff and see what works. It's a pretty massive subject so while it's easy to get a basic understanding of how things work expect it to take a long time to get a deep understanding of how everything interrelates.
Do Little
Bluenose Trading
#6 - 2016-11-27 14:19:39 UTC
I have been a small industrialist in Eve for a couple of years.

When you start you will be limited to making T1 items that use minerals or salvage. The barrier to entry is low and a lot of people have the same idea so you need to do some research to find profitable items. I started making small rigs - you need very little skill and very little capital to get started. An excellent tool to determine profitability and an example product that always seems to be profitable: https://www.fuzzwork.co.uk/blueprint/?typeid=31716

Eve markets are cyclical commodity markets and you can monitor the cycle using the market history tab in the market tool. In the top half of the cycle you will make money. In the bottom half you will probably lose money. Set your price in the top half of the cycle and let the market come to you.

If you intend to make a career out of industry, you will need most of the science skills trained to at least level 4 for T2 manufacturing and invention.

Industry scales well with multiple characters. Because of the way skills progress, it's usually better to train another character to level 4 before training your main to level 5. You can have 3 characters on 1 account for 1 subscription fee.

As you move to T2 production, there are opportunities for vertical integration. You can harvest your own PI and build the advanced components used in your end product. This does nice things for your margins.

There are opportunities in all regions of space - I have characters in nullsec and highsec and ship stuff in both directions.

Good luck.
Blake Oberlynn
Doomheim
#7 - 2016-11-27 16:39:33 UTC
Thank you guys for all the info, it has given me a good starting point. I was able to find a couple of items with decent profit margins that I'm going to try out.
Steve Ronuken
Fuzzwork Enterprises
Vote Steve Ronuken for CSM
#8 - 2016-11-27 18:49:54 UTC
As ergherhdfgh said, manufacturing, and material gathering are two different activities in Eve.

The main reason that people think of them as separate, rather than just vertically integrating the entire thing, is that it's very very easy for a single manufacturer to chew through all the materials they could gather in a day. In a single production run. Of which they can do 10.

Most _serious_ manufacturers buy the majority of their materials from the market. Just because they wouldn't be able to keep up. Some do some mining on the side, but it's far from a requirement.

Woo! CSM XI!

Fuzzwork Enterprises

Twitter: @fuzzysteve on Twitter

ergherhdfgh
Imperial Academy
Amarr Empire
#9 - 2016-11-27 20:23:49 UTC
To add on to what Steve said, if you want to be a Titan of Industry then it is a good idea to keep your business ventures separate at least on paper.

So if you can make isk mining and want to do so then by all means do so. If you can make isk producing then by all means build stuff. But if you need to give yourself "free minerals" from your mining in order to be able to sell what you produce then are you really making isk?

So look at each portion of what you are doing separately. Mining is one thing, Building is another thing, Selling is another thing etc... When you get into T2 and T3 production this will get very complicated and you will want to calculate every step along the way. The most extreme example I can think of is a Jump Freighter, there are many steps involved in building one of those and you need to calculate which of those are worth doing and which you just by the products on the market for.

So if isk making is your goal and you can mine and make isk and buy and sell ships and make isk but not build ships and make isk, then mine and sell the ore / minerals and then buy and sell the ships on the market for profit and don't build etc...

Of course this is a game so at the end of the day having fun is the most important thing so do what you enjoy. My above advice only applies to "Becoming a Titan of Industry".

Want to talk? Join Cara's channel in game: House Forelli

Zappity
Exit-Strategy
Unchained Alliance
#10 - 2016-11-28 07:22:10 UTC
Compressed ore is amazing. It is your friend. And you do not even have to mine it yourself.

Zappity's Adventures for a taste of lowsec and nullsec.

Memphis Baas
#11 - 2016-11-28 14:49:33 UTC  |  Edited by: Memphis Baas
Good advice above, not much I can add (watch me write a wall of text anyway).

Getting your materials is separate from actually producing is separate from selling for profit. Getting mats and selling product affect your profit, obviously, but the quality of the blueprints and the taxes at the facility where you're producing also do so.

Industry "scales well with multiple alts" is another way of saying that you're limited to about 10 production lines per character, so you need multiple alts to get big.

The Industry skills are simple to categorize; the Science skills are wall-of-text, and you'll have to read guides on the Invention process to sort them out.

If you're trying to make a profit by 0.01 ISK'ing other traders, then the materials research on your blueprints will probably matter. On the other hand, if the item sells like hotcakes, it's a race to produce faster, so copying/invention times, and time research on the blueprints may matter.

When you're reading the guides, pay attention to how to keep your blueprints safe / minimal transport / remote operation.

EDIT: Nirvana for an industrialist is if an alliance recruits you and tasks you with production at their 0.0 base using their materials. Because then you can just focus on production and you don't have to divide your attention between procuring mats, and trying to make profits on the products.
Tipa Riot
Federal Navy Academy
Gallente Federation
#12 - 2016-11-28 16:34:58 UTC
Just want to add one thing, don't let EvE become a second job. This can easily happen with all the micro management and optimization you can put into vertical integrated industry with multiple alts.

I'm my own NPC alt.

Sonya Corvinus
Grant Village
#13 - 2016-11-28 22:59:30 UTC
As opposed to other games, you can lie, cheat and screw over other people without violating the terms of service. Use your imagination and you can do very well in industry given that fact.