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Production 1: Materials



Production 1: Materials
2025-08-11 10:20 alienshooter
I wanted to write a detailed guide to production in the game, based on the fact that any construction has three stages: 

1) Extracting materials 
2) Manufacturing the product
3) Selling finished products 

Each of the stages can be optimized, and thereby earn more ISK, or lower the price and sell the goods faster.

Construction t1 



Method 1
Let's say for the construction of t1 modules, we need 10,000 tritanium. In 100 veldspar there are about 400 tritanium, with 100% processing skill. This means that with a processing skill of 50% we will need about 5,000 veldspar. The situation is better on omega, and by pumping up skills, you can achieve an exhaust of about 70%. And if you find a Tatara with a T2 rig for processing in the structure browser, you will get the maximum value in highsec, which is about 75% during processing. 

The same Tatara, if it is in lowsec, will give 85%.
The same Tatara, only in nullsec or WH, if it is worth it, will please the max with an exhaust of 95% .

Accordingly, you can calculate:
  • Alpha 50% - 5000 veldspar
  • Omega 70% - 3572 veldspar
  • Tatara T2 high 75% - 3333 veldspar
  • Tatara T2 low 85% - 2941 veldspar
  • Tatara T2 nulls or WH 95% - 2632 veldspar 

In other words, if you buy compressed ore in the high sector, and take it to nulls or WH with omega to Tatara with a T2 rig and max trained skills, you will need half as much ore to build the same Vexor than to do it on Alpha in highsec. As far as I remember, people said that the ceiling when it is profitable to process ore is if you have 70-75% processing, then you have basically broken even, i.e. it makes no difference to you whether you buy minerals or ore and process it.

Everything above that is income, everything below is better to sell compressed ore and buy minerals. On 09/13/24, suddenly the admins will change something. 

Method 2
Minerals can be obtained from junk modules from rats and agent missions. So you can get, in addition to highsec minerals tritanium, pierite and mexallon, lowsec: isogen and noxium, as well as nullsec minerals: zydrine and megacyte. On alpha, you will have 50% of the exhaust from processing junk. And on omega, about 55%, I think. 

Method 3
You farm ISK in some way, and buy minerals directly with them, highsec minis as close as possible to the future construction site, there are a lot of them, and lowsec and nullsec minerals can be taken from any trade hub and taken to the destination. 

Rig production

The principle is the same, only you no longer do mining, but scan relics in nullsec or wh, or salvage, wrecks from combat. You can also buy a banal salvage in the hub and bring it, it weighs little. 



of the downsides of rig production is that you need omega to improve the blueprints. One of the pluses is that the profit is not bad. 

T2 production

Congratulations, this is where the happiness and grief of the builder begins. The happiness is that there is more profit than T1 construction, and the grief is that there is more hemorrhoids in obtaining materials. 

  • PI - you will have to learn to planetary industry on omega, congratulations. Find out where the percentage is lower at customs, in which space the planets give the highest output, etc. Another option is to buy everything on the market or weld T2 or T3 from T0 planetary on a planet of a higher level. Your profit is determined depending on the method of obtaining PI.
  • Merk - mercocite, which is in nullsec and, it seems, in the Pochven, from which, after processing, you can get morphite. Of course, again, there is a way, just buy it on the market. 
  • T1 - you need to build a number of T1 modules from minerals, or buy them ready-made on the market. 
  • Moon - components. But here the most brutality begins :)

Let's start from afar, there are moons and moon ore in the game. Moons are R4, R8, R16, R32, R64 in terms of resource value from simple to complex. In addition to ordinary minerals, the moon also gives materials for reactions. The latter can be made according to the formula on athanors and tatars in lowsec and below, where there is a corresponding reaction module. 

Accordingly, to craft 100 components of the Ladar sensor cluster:



You need a certain set of materials obtained from reactions. If you are already falling into depression, then it is better to just buy a ready-made component on the market in the required quantity, a Ladar sensor cluster and build T2 modules from it. So as not to travel through lowsec to Athanor.

Reactions are such a voluminous hat that there are people who only deal with them, and do not get into T2 components, and even more so into construction, so that you understand. But the benefit is that you can already at this stage earn money on manufacturing, getting cheap reactive materials, and not buying with a markup in Jita. 
If you are not scared by the complexity, let's move on:



Complex reactions on Athanor consist of simple reactions and fuel blocks. How to craft fuel blocks - mainly you need ice, materials from its processing and a planetary: 



And how to do simple reactions:



You need fuel again and materials that are obtained by dmining moon ore. Well, again, everything can be bought in the market, sacrificing profit. 

How deeply you will immerse yourself in the construction depends on you. We are only going to discuss obtaining materials for construction, the first of three parts, and everything is already complicated. It is not for nothing that this manual on production is being written on Friday the 13th, because, hell yeah!

And in such a "simple way" we get materials for building t2 modules. Of course, you can sacrifice profit, buy everything on the market and not bother. 

How to get 1kk sp on main / Как получить на основу 1кк сп?
On any account, even an old one, follow the link, and at the bottom under the fields, click "Log in to become a recruit". You don't need to fill out the form: 1млн навыков бесплатно сп / 1mln free skills.

Building citadels and structures



It seems like nothing complicated, you just need some parts of the structures and a copy of the drawing. What are the parts for building citadels made of? 



We see minerals again and a planetary of the highest type, this is t4. That is, again we will have to somehow extract minerals and rigidly planetarize, or make t4 from t2, etc. Or from t0 - t4. But parts for the astrahus are crafted on alpha. On 09/13/24. And there are no reactions \0/ 

Capital construction

Let's say we wanted to build Rorqual, first of all, this cannot be done in the high sector, only in lowsec and below on NPCs stations or player structures with capital module: 



It looks scary, doesn't it? It feels like we're getting into some kind of hat again... Let's take a look: 
The simplest thing on the list is a t2 planetary and reactions.



Next, to build a capital component, what do we need in terms of resources:



Again, standard minerals are common, then a t4 planetary and reactions, and not only the reactions we've seen, but also new ones that require gas:



Gas can be obtained by mining it in wormholes (WH) on anomalies, lowsec, nullsec, or by buying it on the market again. 
There seem to be three types of reactions in total, from which boosters are made, then implants, and modules with ships, if I'm not mistaken. But I seem to be mistaken with the implants, correct me in the comments. 

Boosters

Since we've already let's talk, let's see what they are made of? What materials? 



These are minerals and reaction derivatives, which in turn are made of:

Planetary, lowsec-nullsec gas and fuel blocks, which are made of ice and PI.



Implants

There seems to be nothing complicated here, we see a T3 planetary and morphite:



It is also crafted on alpha

T3 construction 

As in the case of capitals, you can only build in lowsec and below. You can't in highsec. Very tied to highsec gas. 



I remembered. It turns out there are three types of reactions, for boosters, for t2 and for t3 construction.



Components for t3 construction are assembled from a special, cheap salvage, most likely from wh, and reactions with gas: 



These seem to be the main types of construction in the game, and ways to obtain materials for them. Of course, you can forget about profit at any stage and just buy up the necessary resources in the trade hub if you simply do not have enough time and nerves to carry and build all this.

By the way, you can generally forget about construction if, after reading the first of the three parts, you have a clearly expressed rejection. And those who read it and did not change their mind about building, put + in the comments. After all, in the second part, called "manufacturing", we will talk about where you can produce assets and whether the location / improvement of blueprints affects the profit o7

Production 2: Manufacturing
2025-08-11 11:08 alienshooter
In the previous part of the production guide, we talked about how to get materials for work, and what types they are, how ore processing differs depending on space, what a planetary and reactions are for, what moon mats are, etc.
The only thing we didn't mention is that there is also the construction of faction ships, parts for which are bought in the LP shop of pirate factions, on 09/14/24 

Today we will talk directly about manufacturing, i.e. you already have something to build something from, and at the first stage of processing / obtaining resources you have already earned. Or let's say you did the simplest thing - bought up materials for construction in the Jita, thereby killing part of the profit. If so, then it doesn't matter, because you can also make a profit at the production stage. 

Manufacturing of T1



Obviously, you will have to improve all blueprints to 10% material efficiency. But the 20% production acceleration is also important, because for example on 100s with rigs for ammo speed, your resource costs will be reduced due to this. 
Then you will have to look for stations with rigs for production, reducing material efficiency, increasing production speed.
As with ore processing, the best construction indicators can be achieved in nullsec or wormholes with T2 rigs, which will additionally reduce your material costs by up to 5%. In lowsec, the same 100s with nullsec and wormholes will give 3-4%. In highsec, an additional 1-2% reduction in costs. 

You already know the second indicator, this is the system production index, it is obvious that in Jita it is better not to build anything because of the commission, but to look for empty systems nearby, with a small number of builders. 

Your own station

Then, you can come to the conclusion that it would be nice to put a raitaru in highsec or wormhole, lowsec. So that everything can be done profitably on it. The idea is good, the only problem is that stations can be attacked by other players and they often do this, because of the loot (a core for 700kk drops from a raitaru, for example) or for strategic reasons (Pandemic Horde from pirate corps periodically burns out all stations in Gallent and Matar to remove competition from their iChoouseUMarket sotio, they don’t go to Amarr because there are Goons there, and they don’t burn out their space in Caldari because of Fraternity). 

Accordingly, the installation of the station should be paired with the fleet that protects it. This is how it works in the game at the moment. Your station = fleet for protection. The second option is to hide the citadel, not to make public docks, in some non-passable system. With a timer inconvenient for local pirates. So that until you are found, you can produce goods with a cycle of no more than 7 days, and recoup the costs of the station). 

How do you know if you can defend a station, i.e. if you have a sufficient fleet? If you can destroy other stations with this fleet, then you can defend too. And if 3 people arrive to defend, and one of them is you, then it's worth thinking about. 

Rig construction
  • The same as t1 production, with the only clarification that you can only improve the blueprints for rigs on omega. Rigs are ship modifiers.
  • This means you will either have to pay for omega, or look for already improved blueprints for rigs in contracts and buy them, or copies.

T2 construction

Here, at many stages, you can make a profit:
1) Brew reactions yourself 
2) Make components for t2 construction from reactions and improve blueprints by 10/20 for component production.
3) Do a planetary industry by yourself and do not sell it, but use it in construction.
4) Build t1 modules for the production of their t2 versions yourself, too, using improved blueprints.
5) You can ignore the potential profit and buy everything in the trade hub.

Invention

There is a peculiarity with t2 construction that you don’t need to improve the t1 blueprint for this, you can just buy 0/0, make a copy of it, and improve the copies in t2, and at the output you will get a full-fledged recipe for construction. Or find the needed t1 blueprint in the contacts that has already been copied, it’s even cheaper. 



Then, after the inventory, at the output you get a bunch of t2 blueprints that you can build, usually for 10 runs, unless these are ships:



But the main problem is not to invent the blueprints, but to find the materials for construction and the place. 
Now regarding the disks. They are often used for the number of runs if they are making t2 frigates, and for material efficiency if they are building marauders.

How to get 1kk sp on main / Как получить на основу 1кк сп?
On any account, even an old one, follow the link, and at the bottom under the fields, click "Log in to become a recruit". You don't need to fill out the form: 1млн навыков бесплатно сп / 1mln free skills.

Where can I do inventing?

At NPC stations, the weakest invent. A structure with rigs can speed up the process by up to 50%, i.e. you will get the necessary t2 recipes twice as fast. 

PM By the way, this way you can make recipes for t2 rigs, for example.

Capital construction

The same as t2, like in many processes you can reduce the cost of your product. It is trivial to improve the BPs for components for capital ships, for example in 10/20, then weld, the planetary yourself, reactions yourself, find stations in nulls or lows or in wh with rigs for capital construction, etc. 

Lyrical digression

Let's say you want to build t1 lenses for large lasers, open the blueprint and see: 



It costs 83kk to build 300 lenses - that's the cost price. You also need to sell them at a 10-20% markup and add a 5-10% commission on the sale. Then we open the market and see this: 



The cost price is 84kk, and we're lucky, because the cost price is often lower in the git than we have for construction. Question: Do you need to build them, lenses? The answer is no. It's easier to buy in the git in this case. This happens because all T1 consumables drop from NPCs, and they can often be cheaper on the market than your cost price during construction with a 10/20 blueprint. 

Construction of citadels and structures

Here, too, you will have to improve the blueprints for building components for structures in 10/20. Well, and find a good copy of the blueprint of the citadel itself in contracts, so as not to buy the original for many billions and not improve it for several years. 

Boosters and implants

As far as I understand, they are maded from copies, and profit can only be obtained due to the station where you produce reactions for boosters, or citadels where you build implants.

T3 construction

The same thing, improve the drawings 10/20 for components for t3, and look for stations with rigs for t3 construction in lowsec, nullsec or vh.

Conclusion

As you can see, at the manufacturing stage, you can get a benefit by improving the BPOs by 10/20, a significant profit depends on the station where you build, its rig and the space where the structure is located - lowsec, wormhole, nullsec. 
By the way, I forgot to mention that there is also a triglav construction, materials and BPCs are obtained by passing the abysses.

Those who read to the end and did not change their mind about building, put + in the comments. After all, in the third part we will talk about the selling of finished products

Production 3: Sales
2025-08-11 12:02 alienshooter
Congratulations, you have reached the final part of the guide to building in Eve. As you already understood, at each of the three stages of construction: processing and collecting resources, production, and sale of goods, you can make money. 
Let's simulate a situation when we screwed up the stage of earning on resources by simply buying them in Jita, then we could not find a station with rigs in low, high and null, we have no friends there and we always drink with our own money. But there is still a desire to make money on the built product. How can this be done during the sale? 

1) Omega and tax
If you are an omega, then you are lucky, because you can reduce the tax on the sale of an order from 10% on alpha to 4-5% due to skills. That is, you can either earn more, or deliver the product cheaper so that it is bought faster - higher turnover. 



These are the two skills that interest us, it is advisable to training them up to the maximum.

2) Corporate projects
If you are an alpha and want to sell some goods or resources without a commission, then sometimes it is a good idea to look into corporate projects and see if your corp is currently buying up what you want to sell. The beauty is that there is no 10% commission. And if you are satisfied with the price, of course. 



3) Contracts 
You can sell goods through contracts, also bypassing the 10% commission. Capital ships and subcapitals with ready-made fits are often sold this way. 



4) Order
If you did not build for sale, but to order, for example, 100 Cyclones, then you do not have a stage of product implementation, and you do not need to bother with making a profit. The same thing happens if you sell built items on a buy order, having previously calculated whether it is profitable.

5) The path of the peripheral builder 
This is where things get a little tough and fun. In short, let's say we built 10 Vexors at the lowest profit, which is to buy minerals in Jita and produce everything at the NPC station, but using an improved 10/20 blueprint: 



Our cost price of 10 Vexors is about 130kk ISK. Where can we go with such indicators, except to hell? Let's take a look: 

Jita



In principle, not bad. If you place a sell order and wait until someone sells 130 Vexors, given that there will be no new orders, you can make money. 

Unfortunately, it won't work to dump the ships using buy orders, since you will need Omegas to get 100k profit from the ship, and this is not enough, then it is better not to do this at all.

Dodixie

Welcome to the real world, where goods on the market are cheaper than your cost price according to the 10/20 blueprint. Why is it that Vexors are 12kk if your cost price is 13kk? Two options: 

1) A trader bought a vexor by buy order for 9kk and delivered it for 12kk.
2) A producer bought compressed ore in Jita, took it to Nulls, Wormhole or Low, to Tatara with a T2 rig, processed the ore with an exhaust of 80-90%. Received minerals 30-40% cheaper, and built a vexor on a hundredth or Raitaru in Low, WH, Nulls, with a rig by 5% to reduce material costs, which further reduced the cost price. Vexors with a cost of 8-10kk (or maybe lower?), he brought to the highsetor to the trade hub, and put them up for sale at 12kk. And again bought compressed ore for the next construction. So as not to travel back and forth empty-handed. 

Periphery (all regions except those in which the main trade hubs are located. We exclude Forge, Sink Lyson, Metropolis, Heimatar, Domain). As an example, the Essence region is taken:



Look, we see light at the end of the tunnel! This is where you can unload the Vexors we built and still earn ISK. The only problem is that the trade turnover in the periphery is many times less than in the main trade hubs. Therefore, you will have to be clever and look for systems for faster sale of items: 

1) Traffic 



Obviously, a wallmarket in an underground passage or at a train station will bring in more money than one that stands on the outskirts or in an open field. The same principle applies to systems, according to Dotlan, those with the highest traffic per day are selected. 

2) Fraction War



The second way to quickly sell Vexors on the outskirts is to choose a system near lowsec, where factional wars are taking place, where everyone happily fights every day. In Essence specifically, this is the Villore system, for example. There are regions where there are no factional wars at all. 

3) Convenience



If for you, as for Elf, 100 years is just a moment, and you are ready to freeze ISK in the form of Vexors on the market for several months, then it is better to choose a system based on how many belts it has for digging, and whether there is a factory to build everything on site. Also a way to sell goods at the right price, freezing them for an indefinite period.

4) Assortment



You can make Vexors sell faster on the outskirts by increasing the range of goods at the same station, like a supermarket. Like the prices are higher compared to the hub, but the range is very good, and you can assemble everything on the spot, in one minute, instead of flying 15 jumps to the Jita back and forth. Some people even assemble a ship by flying to all the trade hubs, looking for the cheapest module for a couple of thousand, while spending almost half a day in the game. Then they fly to low, their ship is killed and they do not return to the game. /0\ 

In this case, we will have to max out orders if you are an omega, or create new accounts and place orders from them, on alpha.

Popular belief says that:

"If a lonely builder has appeared in a region, then this is a great grief for traders, and happiness for ordinary pilots!"

Indeed, for just a couple of hundred sell orders and a couple of months of time, local Essence traders will hate you, because with your low cost, and accordingly, the price of the goods, you will break their profit. And ordinary players will be grateful to you because they will be able to buy more items for the same amount of ISK and in one place. 

How to get 1kk sp on main / Как получить на основу 1кк сп?
On any account, even an old one, follow the link, and at the bottom under the fields, click "Log in to become a recruit". You don't need to fill out the form: 1млн навыков бесплатно сп / 1mln free skills.

5) Sansha Invasion and Storm (winter event)



Now in Essence there is an Invasion randomly happening, and this is a good reason to mention an interesting fact: when a Sansha invasion occurs in the system on the periphery, or a storm during the winter event, then trade is greatly boosted, turnover, the number of trade operations, etc. increase several times. A good reason to sell items. The only the question is, how to make it so that in the system where you trade Vexors, there is such an event every day, and not once every six months? Here you can come up with your own. 

How to calculate the markup



About 17kk of salvagers, 21.6kk of sell sales. Net - 4.6kk. In percentages, 1.7kk is - 10%, 4.6 / 1.7 = a markup of about 30%, this is our earnings).

Conclusion. Is production in Eve a scumbag?

After reading the three parts, you might have a logical question: why buy and study blueprints, then learn ore processing so that the refinement percentage is higher, look for stations where you can process profitably and build, learn reactions, a bunch of inventory skills, understand the planetary production, what tiers are in it, look for the lowest percentage at customs. Also learn skills for trading, to just get profit from manufacturing? 

Why do all this, if you can just learn skills for selling goods in max, put in the live buy orders, wait, deliver the goods to the required region, or order a courier and just put them up with a 50% markup for sale there, and earn normally, without all this?

Yes, that's true, with one small clarification that production in our game can give something that trading will never give. For example, you need to put 100 depots up for sale in Dodixie because speculators bought out all the depots at 2kk and moved them to be sold at 3, or players quickly took apart sell orders: 



As a good, self-respecting trader, we look at the Jita: 



And we see depots at 1.9kk. That is, you can spend half an hour, bring the depot to Dodixi, put it up there at 2.36kk and earn ISK. And if we are a smart trader, then we will buy in the Jita with a buy order, for example at 1.7 or 1.8kk. 
Let's see how the builder sees this situation: 



We see a mobile depot at 1.44kk, this is with resources bought in Jita, and items built on the NPC station. If you get a profit from all three stages, i.e. weld a planetary yourself at customs with 0%, process ore into minis with an exhaust of 80-90%, build a blueprint on a hundred or a raitaru in Low, Wormhole or Null with the necessary rigs, then it seems to me that the cost will be about 1.1-1.3kk. 

In other words, production in EVE is good because you will always have a lower cost than traders, excluding T1 meta modules, initial frigates, etc. And at least because of this, there is some profit or benefit to doing this. In addition to the fact that you just like to build. 

Whoever read all three parts to the end and did not change their mind about producing in the game, put a + in the comments.

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