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Science & Industry

 
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So where do I go to learn starship manufacturing?

Author
YuuKnow
The Scope
#1 - 2011-12-10 13:15:08 UTC
Any 'best' guides out there recommended for learning starship building for tech 1, tech 2, and tech 3?

yk
Xearal
Dead's Prostitutes
The Initiative.
#2 - 2011-12-10 14:21:03 UTC
I would recommend looking at the sticky's here.. and start with easier stuff. building T2 and T3 ships is a capital intensive process.
Try your hand first in other smaller T2 stuff.

Does railgun ammunition come in Hollow Point?

YuuKnow
The Scope
#3 - 2011-12-10 14:28:27 UTC
Yeah, I figured it took a lot of capital. But I thought I'ld practice on the Test server (where cost are low) at first until I could appreciate what's involved before any real investment on Tranquility.

Velicitia
XS Tech
#4 - 2011-12-10 14:45:12 UTC  |  Edited by: Velicitia
I don't think you're gonna be able to practice too much on SISI with T2 and T3 (unless training time there is essentially nil). T2/3 is both extremely capital and skill intensive...

for starting manufacture, I'd say grab a few frigate BPOs, maybe some ammo, research the prints, and find a local L1 mission hub to sell the stuff in. Make profits til you can build cruisers (either from BPC or buy a BPO), and repeat.

One of the bitter points of a good bittervet is the realisation that all those SP don't really do much, and that the newbie is having much more fun with what little he has. - Tippia

YuuKnow
The Scope
#5 - 2011-12-10 17:18:06 UTC
Your essentially talking about Production Efficiency and Science skills right? I have most of those trained already, just need to learn how to use them.
mxzf
Shovel Bros
#6 - 2011-12-10 18:28:41 UTC
YuuKnow wrote:
Your essentially talking about Production Efficiency and Science skills right? I have most of those trained already, just need to learn how to use them.


For T2/3 manufacturing you need pretty much ALL the Science skills (more or less, depending on how much you want to limit what you can build). And for T1 manufacturing, Production Efficiency 5 is a must if you want to make any profit at all. If you want to build stuff for profit, then that's required. (4 is sufficient for making your own ammo and such though).
Xuzi
Pator Tech School
Minmatar Republic
#7 - 2011-12-10 18:38:24 UTC
The key to manufacturing is math. Hopefully that word doesn't intimidate you as much as it does many others. If it doesn't then I have a second word for you, and that word is spreadsheet.

There are some 3rd party programs and utilities out there for eve users that do a pretty good job at doing the spreadsheeting for you, but personally I like to work things out myself.

If you have materials priced at A, B and C, used to make a finished product you can sell at P, and it takes a certain amount of time T to make it, then your profit over time is (P-(A+B+C))/T. That is an extremely simplified example, but if that works out to say 100k isk/hour and you can keep 10 manufacturing lines running full time, then you can generate over 700m isk a month. This is assuming you can actually keep those lines running all hours and can sell the finished products at the same rate you make them.

Tech1 is simple, but because its simple and because a lot of "free minerals" miners are involved, the profit margins can be very tight.

Tech2 is much more complicated. Depending on the item and its demand, there may or may not be a profit margin. This is because low demand items are supplied by BPO holders who have no invention costs allowing them to price products much lower. A good example of this is Hornet II drones. The production cost for inventing and manufacturing them is almost exactly the same as Hobgoblin II, but because demand is so low, BPO holders can supply all the demand. A T2 item has to have a demand higher than BPO holders can supply in order for invention to be profitable.

Another thing to keep in mind is that, depending on what T2 items you are manufacturing, you will to a certain extent be at the mercy of the moon material market. This is especially true for T2 ship hulls which are made almost entirely out of moon materials.

Another thing to keep in mind is that invention is a chance based endeavor and you absolutely need to factor that into your calculations. This also means you have to manufacture in bulk in order for the law of large numbers to even out any streaks of bad luck. Building T2 ship hulls in bulk can be a pretty large capital investment.

Tech3 is similarly complicated, but a lot easier for you to work the entire vertical market if you choose to set up shop in a WH.

Trading is a natural companion to manufacturing and research. If you haven't monkeyed around with pure trading, you might want to start there. Understanding the intricacies in the eve market goes a long way towards being a successful industrialist.

If you want to break out of T1 manufacturing, I'd start with T2 modules. Just make sure you do the math first. With the recent patch introducing new T2 modules with no BPO's, there are some new opportunities on the board.