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Critical size of industrial devision required to supply an alliance

Author
Lim Hiaret
Hiaret Family
#1 - 2015-08-14 15:47:52 UTC
I wonder what is the critical size (in pilots) required to supply an alliance in 0.0 without or with very limited access to high sec. By supply I mean provide enough doctrine ships, modules and ammunition and seed a decent market for individual pilots. This will of course depend on the needs but let’s say just to provide a decent T1 level (T1 ships and modules including meta, faction and dead space). How does that critical size change if you want to add T2 and T3 level. Let’s assume there is a turnaround in ships of 100 BS per week. What is your educated guess?
Artemis Dalvik
Arxersize Industries
#2 - 2015-08-14 17:57:46 UTC  |  Edited by: Artemis Dalvik
Assuming unlimited access to resources?

100BS can be done by a single pilot in a single day for the hulls alone if you have the bpcs. From a single Bpo you'd be looking at probably 12-15 a day.

T2 is about 10 a day

I imagine the harder part is securing the supply chain.

A single manuf. can push out 110+ T1 cruisers a day but thats over a bill in resources. I imagine that would take at least 6-10 miners working several hours a day to sustain.


For t2 modules you're looking at a large number of PI alts and moon minerals to produce plus time to invent the copies.
Gilbaron
The Scope
Gallente Federation
#3 - 2015-08-14 20:42:40 UTC  |  Edited by: Gilbaron
this is downright impossible.

you need to import a whole lot of stuff from highsec. moon minerals, salvage and ice products are things that have their sources distributed across the whole universe. you simply won't find a source for armor plates or the required datacores in guristas space. no matter how hard you try.

minerals could be bought locally, but they will be in the wrong ratio. that means that some stuff needs to be hauled to highsec while a whole lot of other stuff needs to be hauled to null.

if you need 100 fully fitted battleships per week, i can produce that on my own, but i would have trouble hauling and financing it.
Lim Hiaret
Hiaret Family
#4 - 2015-08-15 13:08:14 UTC
Yes I meant just the manufacturing to simplify it.

From that said I guess, between 1 and 5 people could do a quite a good supply on T1 level without to much alarm clocking their jobs. That is, between 1 and 5 people per trade hub or staging outpost.

I understand the bottleneck is resources, minerals, PI, moon minerals. For one BS a miner would prob. have to mine between 5 and 6 hours? For 100 BS per week that would be 600 hours mining for T1 level.

T2 will be more demanding, again just the manufacturing. Just checked a T2 gun vs. the T1 counterpart and got 2 additional manufacturing jobs (R.A.M. and the T2 component), not counting PI and moon reactions. That would be a factor between 3 and 5 for T2 as a guess. So for a T2 level you would prob. need between 5 and 25 people just for the manufacturing?
Gilbaron
The Scope
Gallente Federation
#5 - 2015-08-15 14:29:42 UTC  |  Edited by: Gilbaron
this all depends on so many things.

how many alts are available to each person ? what Battleships ? Pirate BS are much harder to make since you can't chain the jobs.

if all required materials are available on site, i can easily produce 100 fully fitted battleships per week.

reality simply doesn't work like that, so it makes very little sense asking this question.

You need fuel and stuff for warfare. This is usually imported via Jumpfreighters that are handled by corp leadership.

You need doctrine ships. Those are seeded by dedicated individuals. corporations tend to help their members with the initial investment since that usually requires so many ships that a single player can't handle the workload.

You need :stuff: . That's usually handled by people working for their own account or corporations which are short on money and therefore invest into seeding.

You need JF services available to the alliance grunts, to haul special request stuff to the staging system and loot and stuff that is no longer needed back to jita.

For an alliance with 10 corps (150 members each) you probably need the following workforce.

1-2 people handling logistics per corp.

5-10 people handling doctrine ship replacement via alliance contracts

5 people handling :stuff: (might be the same guys doing doctrine ships)

1-2 JF services for grunts.

double or tripple that during intense warfare.

industrialists may sound awesome to have, but in reality they are useless. they can't supply what an alliance needs. That might be 150 new doctrine ships tomorrow. and barely anything for the next three weeks. After that, another 50 doctrine ships. Then suddenly, new fleet doctrine. so 250 doctrine ships (but different ones). The new doctrine doesn't work. Yet another 250 doctrine ships. Ooops. Someone lost 15 Triage Carriers. New ones are needed for that important op tomorrow. Fleet Commander goes AFK. nothing happens for months. Supers Tackled. 75 Dictors lost. Skirmish FC starts pinging for his new great Succubus Fleet. Succubus Fleet doesn't work well. People want their Succubusses transported back to Jita.

Those are the needs of a fighting alliance. And those can only be saturated on the public market via importing and Jumpfreighters.
Haruja Rimmel
Advanced Laser Technologies
#6 - 2015-09-07 14:13:56 UTC
Gilbaron wrote:
this all depends on so many things.

how many alts are available to each person ? what Battleships ? Pirate BS are much harder to make since you can't chain the jobs.

if all required materials are available on site, i can easily produce 100 fully fitted battleships per week.

reality simply doesn't work like that, so it makes very little sense asking this question.

You need fuel and stuff for warfare. This is usually imported via Jumpfreighters that are handled by corp leadership.

You need doctrine ships. Those are seeded by dedicated individuals. corporations tend to help their members with the initial investment since that usually requires so many ships that a single player can't handle the workload.

You need :stuff: . That's usually handled by people working for their own account or corporations which are short on money and therefore invest into seeding.

You need JF services available to the alliance grunts, to haul special request stuff to the staging system and loot and stuff that is no longer needed back to jita.

For an alliance with 10 corps (150 members each) you probably need the following workforce.

1-2 people handling logistics per corp.

5-10 people handling doctrine ship replacement via alliance contracts

5 people handling :stuff: (might be the same guys doing doctrine ships)

1-2 JF services for grunts.

double or tripple that during intense warfare.

industrialists may sound awesome to have, but in reality they are useless. they can't supply what an alliance needs. That might be 150 new doctrine ships tomorrow. and barely anything for the next three weeks. After that, another 50 doctrine ships. Then suddenly, new fleet doctrine. so 250 doctrine ships (but different ones). The new doctrine doesn't work. Yet another 250 doctrine ships. Ooops. Someone lost 15 Triage Carriers. New ones are needed for that important op tomorrow. Fleet Commander goes AFK. nothing happens for months. Supers Tackled. 75 Dictors lost. Skirmish FC starts pinging for his new great Succubus Fleet. Succubus Fleet doesn't work well. People want their Succubusses transported back to Jita.

Those are the needs of a fighting alliance. And those can only be saturated on the public market via importing and Jumpfreighters.


TL:DR:

Build for Jita and let the Alliance buy from Jita. It is just too much of a hazzle to try to keep up with the demands of an alliance.