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Invention for fun and profit?

#1 - 2017-05-23 22:02:13 UTC
I think it's time I got into manufacturing stuff that can't be outcompeted by a swarm of alpha clones, and so invention it is.

However, I have only a vague idea of how it works.
What skills do I need to be able to make things?
Specifically, T2 modules I use fairly regularly and that get blown up regularly. T2 ammo, that sort of thing.
Will I need an alt or three to run all the jobs?
How and where do I get datacores, and do I need to run random missions for them? How do they even work?
Is producing all the BPCs going to compete with the invention itself?

Economic PVP

Tipa Riot
Federal Navy Academy
Gallente Federation
#2 - 2017-05-23 22:08:34 UTC
Start reading here for example: ... then use the simulation mode of the industry window to figure out the numbers and skills.

You don't need alts, but copying, reasearch compete with invention for slots.

Datacores are dead cheap, just buy them in Jita.

I'm my own NPC alt.

#3 - 2017-05-23 22:18:34 UTC  |  Edited by: Skorpynekomimi
A bunch of 10m skillbooks and all that time to train up the skills as well. Is that even profitable when you consider paying off the initial costs?

And while I'm at it, aside from the ME/TE changes and infinite slot availability, what else has changed in terms of manufacturing since I stopped playing in 2014?

Economic PVP

Do Little
Bluenose Trading
#4 - 2017-05-24 12:11:06 UTC
Invention is chance based. With level 4 science and encryption skills, the probability of a successful invention for modules is roughly 45% and each successful invention gives you a 10 run BPC. If the invention required 4 datacores at a little over 100K ISK each, the invention cost per module manufactured is roughly 100K ISK. You need to be sure you include this in the calculation when determining the profitability of an item.

T2 products use quite a bit of PI that you can easily harvest yourself. At current prices, this is frequently more than 100K ISK per module. They also use advanced components that are usually profitable to make yourself. The market for moon material is somewhat unstable at the moment as people speculate on what refineries mean for the game but I continue to enjoy excellent margins making T2 product.
Tipa Riot
Federal Navy Academy
Gallente Federation
#5 - 2017-05-24 16:34:46 UTC
The profit for T2 depends on the product and the right invention method. Do your market research. Atm I'm building about 50:50 T2 and T1 (including some meta modules). Be careful when including vertical integration, e.g. make your own PI, adv. components, into your profit calculation. If you can't build it for profit from Jita sell prices, you may be better off building and selling only the components or produce something else. There is an exception, I use sometimes, in case you want to convert trade profits from low buys, by using a target product, which sells with less effort then the resource at inflated price.

I'm my own NPC alt.

#6 - 2017-05-24 17:41:19 UTC
Looks like I'm gonna need a bigger spreadsheet.

Economic PVP

Tau Cabalander
Retirement Retreat
Working Stiffs
#7 - 2017-05-24 21:03:20 UTC  |  Edited by: Tau Cabalander
Skorpynekomimi wrote:
Looks like I'm gonna need a bigger spreadsheet.

Depends on how many items you choose to make, and how well you know the market.

I'd recommend creating a list of no more than 10 items. Expect to manufacture no more than half that at any given time.
Saiyans United
Death from Above..
#8 - 2017-05-25 21:47:00 UTC
Best thing about building T-2 especially if you PI the items yourself is the savings you get by not buying stuff that can be overpriced, which you'll find happens more often on high demand items.
Chainsaw Plankton
#9 - 2017-05-25 22:02:47 UTC
if an item is "over priced" and has "high demand" well then it's not over priced.

@ChainsawPlankto on twitter