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How To : Industry - help needed

Author
Ms Scrootie McBoogerball
Doomheim
#1 - 2012-03-04 06:52:19 UTC  |  Edited by: Ms Scrootie McBoogerball
Greetings and salutation.
Short story even shorter : I own 4 acounts each with at least 1 slot available.

My goal is to establish a mini isk printing empire to sustain me and another 5 friends of mine who i finally convinced to join EVE. I intend to spare them of any wealth grinding as much as possible and use a network of 4-6 alts to sustain all our pvp activities Pirate and maybe, why not, put some isk aside for darker days.

I'm asking YOU esperienced industrialist, how would you set this up and what should be manufactured, how would YOU ideally use those 4-6 chars for wealth acumulation?

Please note that I am clueless about anything related to industry, did my share of mining in the days of the old using a cruiser but that's pretty much it. Also, if training time is to long for some of these toons I will just buy it/them off the bazaar. Aside from purchasing whatever char, if it comes to that, my initial budget for this project will be no less than 10b.

Ideally, this will not be a huge sink of my play time, but I will do whatever is needed to meet my goals :
- have smallish pvp corp leach of this mini empire
- profit ?

Also can you please point me in the direction of a worth industry / manufacture guide worthy for a ignorant as I in this field.
Cheers
Styth spiting
Brutor Tribe
Minmatar Republic
#2 - 2012-03-04 07:00:14 UTC
You're not really going to get anyone to answer this question since you will pretty much be taking money out of their pockets.

The best thing you can do is use industry/manufacturing to your own advantage by making the things you and your friends need. work on buying up bpo's and researching so manufacturing items becomes cheaper than buying the items. Finally find items people are willing to buy for a higher value than you can manufacture them.

Plan on investing a 500m isk at minimum to start manufacturing, and or about 6 months researching blueprints.


Getting a POS would be advantageous but comes ate huge costs. It would only be worth it if you were planning on investing a ton of money, skills and time into it.


Industry isn't something you can really do on the side to try making a bit of extra isk. Its really an all or othing setup when trying to get into it. anything less and your better off running pve missions etc.

As for guides you're best bet is eve-centeral.com for price info (materials, buying prices) the eve wiki on research and invention and a good tool is eve isk per hour (google it, download is on sourcefordge).

The best things you could look into is PI (if not all ready doing so) and invention (for making p2 bpc's).
Ms Scrootie McBoogerball
Doomheim
#3 - 2012-03-04 07:16:25 UTC  |  Edited by: Ms Scrootie McBoogerball
Thank you for the fast reply. I was afraid about industrialists being secretive about their industrial deeds but I'm keeping my hopes high. Thing with me is that my knowledge in the area is so low that the only times I opened industry tab was by mistake trying to click something else, that's where I'm at at this moment.

Thank you for the advices, some of the things you mention are new to me and make no sense but I will start documenting on this area and check that misterious blue (I think?!) industry tab. more often.

I've done my share of PVE to sustain myself and would not go back to that at this moment. I would rather dedicate my time learning something new in EVE.

Don't be shy people any kind of insight will be of use to me.


Cheers

Edit : PI is not something I want to do
Edit#2 : I have 0-0 sov access if that matters
Styth spiting
Brutor Tribe
Minmatar Republic
#4 - 2012-03-04 08:02:36 UTC
I'll give you 3 pieces of info on making isk, and 2 more on industry, both of which will help get you started.

1) Get into PI (plantery Interaction). You can make millions of isk per day per character, and if you can get into null sec you can make even more isk. There are plenty of videos on youtube about it.

2) Look into R&D agents. Basically research and development agents are agents (kind of like mission agents, but not) that you can ask to start doing research for you. Then each day you generate research points by DOING NOTHING. Simply by starting the research you have an endless amount of R&D points you can use to buy stuff from the agent. Multiply that by the number of accounts you have and it can be come a crazy high isk generator. You'll want to grind up standing with a few corps because the level 4 R&D agents will give you more R&D points per day. You'll have to train a skill (40m isk) that will let you have more than one agant but the amounts of isk you can generate from these characters that require nearly no interaction is pretty damn high.

Also the items you can buy with research points from R&D agents are used in making tech 2 items (though invention).

3) As a starting suggestion for making isk through industry I would suggest making fuel blocks. It involves PI, ice mining and manucacturing. Its a bit expensive to get into (200m for a perfect Blueprint original (BPO)) but it is pretty good money. If you generate your own robotics through PI (and mechanical parts, a p1 of robotics) you can make some pretty good profits on ice.

Now on to industry.

1) The biggest problem you will run into with industry is simply not enough public stations for material efficiency, copies, invention, etc. Since you have a number of account (and friends) you can take advantage of this. Have every character, and your friends characters train at least a little bit in laboratory operation (running research jobs) and start pumping out research jobs. Can't think of something to do with an available research queue? Just copy something, it will have some value. At no time should you not be using a open research slot.

2) Start buying up BPO's and like above in 1) start making copies. Invention doesn't require any upgrades to a BPO, just a BPC. Researching will make make a tech 2 version of the BPO (excluding all ME PE stats). So for example you can invent a blueprint copy of mining drones I so you can manufacture mining drones II (worth alot more isk, and more useful).

That should help you out. With just the PI you can easily be making 400-700 million per account, add into R&D and thats another few hundred million. with that ISk buy up pre-made BPO's (or "perfect" bpos") and start making stuff you and your friends need. Once you get comfortable with manufacturing and industry start making stuff to sell based on markets.

Markets are a whole nother ballgame, but hopefully this will get you understanding more of industry. Your next step is to ready every single page on the eve wiki on industry, research, manufacturing, etc. If you have not spent 20+ hours reading, researching, making spreadsheets, etc you haven't studied enough.
Tau Cabalander
Retirement Retreat
Working Stiffs
#5 - 2012-03-04 10:25:50 UTC  |  Edited by: Tau Cabalander
Styth spiting wrote:
3) As a starting suggestion for making isk through industry I would suggest making fuel blocks. It involves PI, ice mining and manucacturing. Its a bit expensive to get into (200m for a perfect Blueprint original (BPO)) but it is pretty good money. If you generate your own robotics through PI (and mechanical parts, a p1 of robotics) you can make some pretty good profits on ice.

A fuel block BPO costs 11m from NPC sell orders if you are willing to AFK to a Thukker station in hisec. Players sell the BPO in Jita for about 13m.

It takes about 5 days to research to ME 40 (no waste) and about another 5 to research to PE 60. Most hisec ME lab slots have a queue of at least 9 days, but there are tons of empty PE lab slots.

Researched fuel block BPO are available on contracts for about 25m.

Personally, I'd recommend ammo, rigs, and scripts for industry newcomers.
Krixtal Icefluxor
INLAND EMPIRE Galactic
#6 - 2012-03-04 11:25:43 UTC  |  Edited by: Krixtal Icefluxor
Tau Cabalander wrote:
Styth spiting wrote:
3) As a starting suggestion for making isk through industry I would suggest making fuel blocks. It involves PI, ice mining and manucacturing. Its a bit expensive to get into (200m for a perfect Blueprint original (BPO)) but it is pretty good money. If you generate your own robotics through PI (and mechanical parts, a p1 of robotics) you can make some pretty good profits on ice.

A fuel block BPO costs 11m from NPC sell orders if you are willing to AFK to a Thukker station in hisec. Players sell the BPO in Jita for about 13m.

It takes about 5 days to research to ME 40 (no waste) and about another 5 to research to PE 60. Most hisec ME lab slots have a queue of at least 9 days, but there are tons of empty PE lab slots.

Researched fuel block BPO are available on contracts for about 25m.

Personally, I'd recommend ammo, rigs, and scripts for industry newcomers.


Unfortunately Fuel Blocks appear to be on a steady drop and actually are starting to sit around for quite awhile before selling. Not making near as much as I was a few weeks ago.

Market is already being glutted by folks with the same 'great idea'. Cry , which is one of the challenges of Industry. It changes constantly so it's actually difficult to give any real concrete advice.

The only thing I can say for sure: there is always SOME mineral that is hot at the moment. So MINE Pyrox and Hedberg/Hemo/Jasp from Exploration Grav sites for the Nocxium. until your eyes bleed. Smile

"He has mounted his hind-legs, and blown crass vapidities through the bowel of his neck."  - Ambrose Bierce on Oscar Wilde's Lecture in San Francisco 1882

TravisWB
#7 - 2012-03-04 14:49:45 UTC
Shocked
Uh, you just BUY and then SELL PLEX, just like CCP wants you to do.

It is even better if you pew-pew it all away.Pirate

Scrapyard Bob
EVE University
Ivy League
#8 - 2012-03-05 00:48:02 UTC
Styth spiting wrote:
Plan on investing a 500m isk at minimum to start manufacturing, and or about 6 months researching blueprints.


If you're willing to wait on public slots for ME/PE research, you can get started with ammo BPOs and other low-end items for only 50-75M ISK (total), and about 3-4 weeks of wait time for the ME research slots.

Most of those BPOs are anywhere from 100k up to 5M each, so a pack of 10 BPOs isn't that expensive. The materials needed to run off ten batches of medium / large ammo each week is measured in 10s of millions, not 100s of millions.

The bigger bottlenecks in terms of time are:

- 31 days for a Production Efficiency V, Advanced Mass Production IV character (with full remap and +3 implants)
- 14 days for an Advanced Lab Operations V character capable of 10-slots of BPO research or copies
- 3-6 weeks on top of the Production Eff V / Adv Mass Prod V to do T2 manufacturing

Invention characters take about 2-3 months to spin up, depending on how focused you are about what you're going to make.
Zathryon
Amarr General Drilling and Construction
#9 - 2012-03-05 05:28:07 UTC
oh my jesus...she just asked me to write her a 10,000 page text book...


I is tired...will write endless novel laters...
Pookoko
Sigma Sagittarii Inc.
#10 - 2012-03-05 07:42:49 UTC
As mentioned above, rigs and ammo are good choice for beginners and everybody gives this advice because 1) they have moved onto bigger things or 2) they are so easy to sell another newbie competiton wont hurt their profit margin.

T2 invention is also pretty good but sooner or later you will want your own POS to pump out BPCs as they tend to be the bottleneck.

You should also look into trading as it is much less work for good profit. Me and my directors have been supporting our small corp with trading profit for like a year with a bit of industry on side. Industry got much better now since we got more indy characters and our own POS pumping out T1 and T2 stuff all week. Despite the successful expansion of out industry effort though I would say that our biggest money making activity is trading.


Light Descend
DESCEND Enterprise Ltd.
#11 - 2012-03-05 09:17:33 UTC
Hello all, i find this topic very helpfull, thank you all for the replies to the OP. Hope to see some more tips :-)
Ersteen Hofs
Republic University
Minmatar Republic
#12 - 2012-03-05 12:51:27 UTC
All you have to do is to create a spreadsheet or an application that can fetch materials required for production of various items from the database export.

Then just put current market prices and market volumes (amount of items sold daily) into it.

Then you will get the nice list of stuff worth producing (sell cost is more than cost of all materials required).

Seriously, how hard can that be?
Zathryon
Amarr General Drilling and Construction
#13 - 2012-03-05 15:03:33 UTC  |  Edited by: Zathryon
ok real advice (without writing the pages and pages a real guide would require)

no idea what other people have said, i dont want to read it all.

things to remember
-do alot of research before you start doing anything, figure out how much your costs are and exactly what your profits are
-the ISK guide (Inter-stellar knowledgebase) is a good place to start getting basic info on all things industry
-you can make decent money on T2 items, but its more difficult and requires alot more calculating (remember the cost of making the BPCs, the cost of invention and the fact that invention will fail a certain amount of the time)
-having a POS is a very good idea, so you can buy BPOs and do research on them, a base level BPO or BPC (ME of 0) is likely to not be profitable


and having read what you said about not spending alot of time...

be forewarned...this is probably going to take alot of time! I do alot of industry, research etc. but it eats up alot of time. grinding standing to reduce refining taxes, putting in tons and tons of tiny jobs, moving items to market, doing research, LOTS of training time.

its not a, throw it in the oven and out comes money kind of thing. maybe some people can do it without spending much time but my experience has been that there is a significant time investment. (personally i enjoy it, but it has eaten alot of my time).

good luck!

EDIT:

If you have a specific question, feel free to send me a question in game over mail. If you ask me "what is invention" im going to point you to google. learn the basics first, that much is simple (the ISK guide is a good place to start), but the specifics can be very complicated and Im willing to help people with that.
Mavnas
The Scope
Gallente Federation
#14 - 2012-03-05 19:55:51 UTC
Tau Cabalander wrote:
Styth spiting wrote:
3) As a starting suggestion for making isk through industry I would suggest making fuel blocks. It involves PI, ice mining and manucacturing. Its a bit expensive to get into (200m for a perfect Blueprint original (BPO)) but it is pretty good money. If you generate your own robotics through PI (and mechanical parts, a p1 of robotics) you can make some pretty good profits on ice.

A fuel block BPO costs 11m from NPC sell orders if you are willing to AFK to a Thukker station in hisec. Players sell the BPO in Jita for about 13m.

It takes about 5 days to research to ME 40 (no waste) and about another 5 to research to PE 60. Most hisec ME lab slots have a queue of at least 9 days, but there are tons of empty PE lab slots.

Researched fuel block BPO are available on contracts for about 25m.

Personally, I'd recommend ammo, rigs, and scripts for industry newcomers.


Fuel blocks aren't particularly profitable anymore, are they? (And no, robotics you make yourself aren't free. You could just sell them directly and save yourself a lot of risk and hassle.)

If you're not willing to sink a lot of time into it, but have a lot of slots to throw at it, presumably you don't want to play the .01 ISK game. Your best bet would be to find things that make a moderate profit that higher end industrialists don't see as worthwhile to make. These will be parts of their assembly chain where the profit is such that they're better off buying those things from the market. For example R.A.M. modules for T2 production. They take way too long to make and you're better off paying the 20-30k extra to just buy these if you're maximizing profit.

The good news for you if you're just getting in to industry is you take something that makes lower ISK per hour but larger margins. This means less competition when you sell and the ability to buy up more days worth of materials in advance. Then you just let your lines run for a week at a time (lots less work). I imagine ammo is similar in this regard. (low amount of materials to transport per manufacture time, etc.)
Mavnas
The Scope
Gallente Federation
#15 - 2012-03-05 20:15:46 UTC
Pookoko wrote:
As mentioned above, rigs and ammo are good choice for beginners and everybody gives this advice because 1) they have moved onto bigger things or 2) they are so easy to sell another newbie competiton wont hurt their profit margin.

T2 invention is also pretty good but sooner or later you will want your own POS to pump out BPCs as they tend to be the bottleneck.

You should also look into trading as it is much less work for good profit. Me and my directors have been supporting our small corp with trading profit for like a year with a bit of industry on side. Industry got much better now since we got more indy characters and our own POS pumping out T1 and T2 stuff all week. Despite the successful expansion of out industry effort though I would say that our biggest money making activity is trading.


I've been looking at T2, but it seems a lot of the BPCs just make really low ISK per hour compared to stuff you can just make. Sometimes you find an item that's profitable, but so do other people, except with the invention time and production time you don't realize this until after you've sunk a week into making stuff, then all of a sudden you're sitting on 60 Tachyon Beam IIs that are now worth a lot less than you were planning. Also, you have BPCs to make 400 more, but the profit just doesn't seem worth the manufacturing time.
Montevius Williams
The Scope
Gallente Federation
#16 - 2012-03-06 03:27:14 UTC
Yea if you are REALLY serious about Indy manufacturing, you will need your own POS - waiting for public slots to open is a major pain in the ass.

If you just want to do it on the side, you dont really need to worry about it

Make sure your skills are up to par as well.

"The American Government indoctrination system known as public education has been relentlessly churning out socialists for over 20 years". - TravisWB

Pookoko
Sigma Sagittarii Inc.
#17 - 2012-03-06 06:05:00 UTC
/Mavnas

Yes that happens to me too from time to time. Between invention and production time market can change quite a bit. Thats why I havent gone to full T2 production yet as I find that some of the T1 BPOs i hold give more reliable and stable profit. I have characters that do full time T1 stuff with just PE V trained, and less number of characters that do T2. I am hoping my T2 options would get better as I train more skills to produce more diverse range of T2 goods depending on market situations.
Mavnas
The Scope
Gallente Federation
#18 - 2012-03-06 21:37:57 UTC
Yeah, I think I'd need to automate the process of finding the current hot T2 thing to produce, except most of the tools people use for that seem to use Jita prices. I'm thinking of shifting all my activities to Amarr right now. Less competition (though also less sales volume), and the prices can be wildly different.
Raisa Mole
School of Applied Knowledge
Caldari State
#19 - 2012-03-07 07:15:52 UTC
As you may be picking up from the many and varied responses in this thread, there is no "easy answer" to be had. There are myriad ways to make money that fall under the broad heading of "industry," each with it's own upsides and downsides, and each have their own pitfalls. You said that you have access to 0.0 space, and that you are essentially looking for the most isk for least effort, which narrows down the field considerably. People have been suggesting fuel blocks and ammo, and those are terrible suggestions for what you're looking for. Sure they will make money, but they can and should be done in highsec, and require a LOT of hauling due to the high volume that you need to produce.

As an extremely general statement, the following trends hold more or less true (profit margin refers to percentages) :
- The higher the demand on a product, the lower the profit margin will be (yeah, yeah, it has more to do with supply, but it's easier to measure demand with the ingame marketing tools)
- The longer the manufacturing cycle for a product, the lower the profit margin will be
- The more expensive the up-front costs of a product, the higher the margin will be

These forces can counter each other, so if you have a very high demand item that has a very low manufacturing cycle, such as ammo, your profit margin can be decent. However, as you make the manufacturing cycle faster and faster, the effort it takes on your part to extract that profit increases rapidly. For example, manufacturing ammo can be very profitable, but you will be hauling so much volume at such short intervals that you are working extremely hard for that money. On the other hand, most basic capital ships have less effort required since the cycle times are longer (only have to haul components every few days), but the margins aren't that great because the cycle time is long and demand is reasonably high. Contrast that with, say, a Jump Freighter, that has an extremely long cycle time but the profit is good because the costs are high and demand isn't particularly high.

GIven what you are looking for, and your large amount of available isk to devote to it, I'd say look at some of the more obscure corners of the market. Capital manufacturing can be good if you do it right, you could run a PoS reaction chain, or look at the higher end T2 producs, such as Jump Freighters. Basically, you want to have as much of your money working for you at a given time as possible. Money sitting in your wallet does nothing, get it in a slot. Beyond that generality, it unfortunately will take a good amount of research on your part to really find that path forward, since only you know your situation and logistics capabilities. I will point out that even if you have access to 0.0, I would not really consider that a bonus unless you have either a Rorqual or a Jump Freighter. Hauling large volumes without one of those is a royal pain.

As a final note, if anyone ever says something to you that sounds like this :
"You should mine/produce/farm component X yourself, since that will result in you making more money from product Y"
You should immediately disregard anything else they have told you. This statement, such as the one earlier in this thread about producing the robotics yourself since it will increase your profits from fuel blocks, reveals a woeful lack of understanding of how economics and business works, and throws anything else that person may tell you into question. More often than not if you follow the advice of a person like this, you will end up losing money. At the very least, you will be making far less than you should be.
Ms Scrootie McBoogerball
Doomheim
#20 - 2012-03-08 10:42:37 UTC
I thank everyone who reacted to my cry for help and express my gratitude. I know it's no cake to give a stranger's post personal time and from the looks of it pretty much time was invested judging the detailed guiding posted. I read everything written with eagerness and tried to form a plan taking into consideration every pointers received, adapting at the same time what looks and feels interesting for me.

As suggested I begun looking into trading and more specifically atm I'm into the 0.1 game. Since I lack skills for manufacturing and JF hauling for the time being the final (0-0 manufacturing of profiting stuff) goal will be achieved by going trough 3 major steps :
1 - Getting a feel of the markets of high / low sec and fill in the blanks I spot - I feel like there are major fortunes to be made from this. Toons for hauling and trading are being fine tuned as I write and standings are being worked in hardcore mode. Toons will perfect the skills required for faze 1 and from there will continue skilling for faze 2.
2 -This faze will include no1 plus manufacturing in a high sec POS.T1 ammo is what I'm looking at but it's not set in stone. In this faze toons will perfect manufacturing skills and one will get main hauler role and will jump into a JF
3 - Once decent JF skills are trained, at least a part of the crew, the manufacturing guys, will extend this operation to null sec. I am unsure what will I do in 0-0 and will only do 0-0 if that will prove far more profitable from step 2, I tend to doubt it will but again I have no idea about high / null industry

In conclusion, the only thing I have an idea of how to accomplish right now is faze 1. I had no idea when I started this thread what in would take to get something like this running and I was just hopping for a quick fix. Theres no such thing in eve I guess. It will be pretty time consuming but I have developed a taste for it. It feels to me more interesting than anything else I've done in eve until now, especially adapting and playing the eve market which is the core and the hearth of this young but promising mini empire

Also I have no Idea on how to manufacture a single thing of a BPC or to even anchor a pos but I'm looking forward to getting there and learning and adapting, or learning to adapt ad adapting to learning he he

I await fine tunning from whoever feels like providing it and will spam refresh on this page
Cheers o/
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