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I'm your host, Jester. I've been an EVE Online player for about six years. One of my four mains is Ripard Teg, pictured at left. Sadly, I've succumbed to "bittervet" disease, but I'm wandering the New Eden landscape (and from time to time, the MMO landscape) in search of a cure.
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Monday, January 14, 2013

Basic T2 manufacturing example

As a companion piece to yesterday's Sunday definition, I thought some of you might be interested to know what goes into basic T2 manufacturing.  This is not a complete guide on the process -- I'll be writing one of those later in the year.  But this is sort of a step-by-step procedural so you'll know all the things you have to think about to do some T2 manufacturing.

Our subject module will be a Medium Remote Armor Repairer II.  I decided I wanted six of these to fit on two T1 Exequrors.  Unfortunately for me, the Jita price of these modules has been greatly increased in recent weeks likely due to speculation and demand.  Fitting a single Exequror with three of them costs some 10-11 million ISK.  That struck me as rather ridiculously expensive for a T1 cruiser.  I was curious if I could do it cheaper myself...

You will need:
  • a research POS;
  • a character with at least Amarr Encryption Methods IV, Mechanical Engineering IV, and Nanite Engineering IV;
  • a character with at least Laboratory Operation III, and preferably at least Scientific Networking I;
  • a character with Industry V, Mechanical Engineering I, and Nanite Engineering I;
  • one or (ideally) two copies of the Medium Remote Armor Repairer I BPO;
  • one or two copies of the R.A.M. - Armor/Hull Tech BPO;
  • one or two copies of the Nanoelectrical Microprocessor BPO;
  • one Occult Data Interface;
  • 12 Datacore - Mechanical Engineering and 12 Datacore - Nanite Engineering;
  • (optional) six Medium 'Arup' Remote Bulwark Reconstruction modules;
  • a stock of standard minerals, including all eight types;
  • a stock of Robotics; and,
  • stocks of Nanotransistors, Phenolic Composites, and Tungsten Carbide.
The characters specified can all be a single character if desired.

Pre-work: Research

Constructing any T2 module or item in the game requires substantial investment in pre-work time and research.  In particular, most T2 items require a T1 item of the same type, which is consumed as part of the build process.  This encourages T2 inventor/builders to have highly-researched copies of the T1 BPOs that will be needed.  In addition, in order to simultaneously (a) make copies of the T1 BPO; and, (b) build the required modules from a T1 BPO, a second T1 BPO for the item will also need to be procured since a BPO being copied is unavailable for manufacturing.

Each T2 BPO also requires the output of one or more specialty blueprints.  As noted a little later, these are usually one Robotic Assembly Module, or R.A.M., and the advanced materials constructed from raw moon materials.  If you intend to get into broad T2 manufacturing, it is in your best interests to acquire two copies of every R.A.M. BPO and at least one copy of every advanced material blueprint and research all of them as well.

Except for locations in null-sec or deep low-sec, all research slots are in use weeks in advance.  This even applies to many slots in low and null.  And if you're going to do T2 inventing and manufacturing in earnest, you're going to two or three dozen research slots for several months.  What this means in practice is that you will need to establish a POS somewhere with Mobile Labs or Advanced Mobile Labs.  Once established, you can use the labs in these slots to research all of the BPOs that you're going to need.  BPOs for the purpose of manufacture will need to be researched for both Manufacturing Efficiency and Production Efficiency.  BPOs for the express purpose of making copies (see below) need not be researched.

In practical terms, to research the BPOs for all sub-cap mods, ammo, and rigs, will take about fifteen months assuming five Mobile Labs and three to four research characters each with an average of nine research slots (set by Laboratory Operation and Advanced Laboratory Operation skill) to use those labs to their fullest.  What fraction of the total items you wish to research will obviously cut that time down considerably.

Step One: Invention

For the invention process, you'll need several maximum-run copies of the T1 MRAR BPC.  Each BPC is consumed by the invention process.  Each run of the invention process also requires datacores.  The type of datacore varies depending on the BPC.  For the MRAR, the proper datacores are Mechanical Engineering and Nanite Engineering.  You need two of each datacore per BPC; we'll be using six T1 BPCs, so you'll need 12 of each datacore.

The invention process is heavily dependent on the Amarr Encryption Methods, Mechanical Engineering, and Nanite Engineering skills of the character performing invention.  Mods are easier to invent than ships; if all three skills are at Level V, the chance of each invention cycle being successful approaches 50%.  This can be increased slightly by sacrificing one meta item of the BPO type to be invented per invention cycle.  The higher the meta of the item sacrificed, the greater the increase in the invention chance but the maximum increase is only a few percent.  Medium 'Arup' Remote Bulwark Reconstruction modules are fairly high meta and relatively cheap (about 200-250k ISK each as of this writing) and might be worth sacrificing.

In some cases, decryptors -- a specialized type of invention item -- can also be sacrificed to increase successful invention chances, or to increase the ME or PE of the resulting BPC.  However, decryptors are several million ISK each and so the cost/benefit for using them has to be closely considered.  In this case, there are no decryptors that are worth the expense they add to this invention process:
  1. Using one of the MRAR BPOs, make six maximum-run copies.  This will take 22 hours and 30 minutes.
  2. Place the datacores and the Occult Data Interface in a Mobile Lab or Advanced Mobile Lab at a POS.
  3. If desired, place the six Medium 'Arup' Remote Bulwark Reconstruction modules in the Lab.
  4. Run the Invention process on all six BPCs.  If desired, select the meta MRARs as an optional component of the process.
  5. This will take one hour and 15 minutes per BPC and each BPC must be invented separately.
  6. Depending on the inventor's character skills, you will be rewarded with (likely) between two and four T2 MRAR BPCs (likely, three).  They will appear in the Lab.

Step Two: Build

Each BPC invented will be ME -4 and PE -4 by default.  Each BPC will have a certain number of runs by default.  For most modules, this is 10: the BPC will be a 10-run BPC.  BPCs cannot be improved through research (which is exclusively for BPOs).  At this point, the build process begins.  This build process assumes that you received three BPCs from the previous step's invention process and will therefore be building 30 MRAR2s.

Most T2 blueprints require five things:
  • a T1 item of the type to be converted into T2;
  • a stock of minerals above and beyond the minerals required for the T1 item which always includes at least some morphite;
  • a "robotic assembly module", or R.A.M. (RAM hereafter), which will be partially consumed;
  • some type of advanced material produced from moon materials; and,
  • some type of mid-tier material produced from planetary interaction.
In this case, the advanced material needed are Nanoelectrical Microprocessors and the PI material needed are Robotics.  You will either have to procure stocks of both from your local market, or produce the PI material yourself and produce the advanced material from a BPO and raw moon materials.

For the purposes of this short guide, I will assume you will have the stock of Robotics you need and will be buying raw moon materials to produce the Nanoelectrical Microprocessors yourself.  This cuts out one layer of "middle-man" and allows you to secure that small resulting profit for yourself at the expense of using one manufacturing line.  As of this writing, Nanoelectrical Microprocessors are about 33k per unit.  The materials to produce one cost 28k per unit.  Buying them instead of producing them yourself will deduct 500,000 ISK from your profit for this job.

RAMs are required by most T2 blueprints and like faction or T2 laser or mining crystals, are partially consumed as part of their use.  In this case, a stock of Armor/Hull Tech models will be needed, and each run of the BPC to produce one MRAR2 will consume 20% of the associated RAM.  As a result, one RAM will be consumed per five MRAR2s produced, and each 10-run BPC will consume two RAMs.  You'll therefore need six of them for this job.

However, most large-scale producers of T2 items will keep a stock of RAMs over and above their day-to-day needs.  The reason for this is the build process assumes that RAMs will be 100% consumed even if they will not be.  As a result, attempting to build all 10 runs of a 10-run BPC will demand 10 RAMs, even though only two will actually be consumed.  You will therefore need sufficient RAMs that 10 RAMs are available when you begin the construction of the last 10-run BPCs (consuming two), which means when construction is complete, you will be left with eight leftover RAMs which can either be reprocessed or saved for the next job.

Again, RAMs can be purchased on the market if you wish to save manufacturing slots.  The materials to produce one cost about 55k per unit.  As of this writing, they cost about 85k per unit.  Buying them instead of producing them yourself will deduct 180,000 ISK from your profit for this job.
  1. Using one of the MRAR BPOs and your stock of minerals, produce 30 Medium Remote Armor Repairer I modules.  This will take between eight and ten hours.
  2. Using a Nanoelectrical Microprocessor BPO and your stock of Nanotransistors, Phenolic Composites, and Tungsten Carbide, produce 90 Nanoelectrical Microprocessors.  This will take between three and four hours and can be done concurrently with the previous step.
  3. Using a R.A.M. - Armor/Hull Tech BPO and your stock of minerals, produce 14 R.A.M.s.  This will take about seven hours and can be done concurrently with the previous two steps.
  4. Once the three steps above are complete, you may begin building each of the 10 runs from your three 10-run BPCs.  This will take about ten hours for the full run, and all three BPCs may be built from concurrently.
And that's it!  At the end of this process, you'll be the proud owner of 30 Medium Remote Armor Repair II modules.

Not counting the costs of BPOs, the Occult Data Interface, or POS fuel, your total costs for this job as of this writing are as follows:
  • 12 Datacore - Mechanical Engineering: 1.14 million ISK.
  • 12 Datacore - Nanite Engineering: 1.36 million ISK.
  • Minerals for 30 MRAR1s: 740,000 ISK.
  • Minerals for six R.A.M. - Armor/Hull Tech: 332,000 ISK.
  • Materials for 90 Nanoelectrical Microprocessors: 2.52 million ISK.
  • Additional minerals for 30 MRAR2s: 1.39 million ISK.
  • 240 Robotics: 18.0 million ISK.(1)
  • (optional) six Medium 'Arup' Remote Bulwark Reconstruction modules: 1.5 million ISK.(2)
Total cost (not including the optional modules) is therefore about 25.5 million ISK, resulting in 30 MRAR2s for a cost of 850,000 ISK per unit (again, not counting POS fuel!).  Current Jita sale price of MRAR2s is running at about 3.5 million ISK per unit.  As you can see, a substantial profit can therefore be generated...

...though it takes a lot of work, time, and a substantial investment in ISK and preparatory work!

One final thought: somewhere out there are several owners of original T2 BPOs for the Medium Remote Armor Repair II module.  These lucky individuals have many advantages over those of us that have to complete the invention cycle instead.  Chief among those advantages is the total lack of need for a POS.  Without the need to pay for POS fuel, their profit margin increases.

Once researched, these T2 BPOs can generate T2 modules much more quickly than inventors can, limited only market demand.  In our invention cycle above, the minimum time needed to generate those 30 MRAR2s is 34 hours, assuming every step above that can be run concurrently is run concurrently and there is zero lost time between the multiple steps (unlikely).  The T2 BPO holder can produce the same 30 MRARs in 26 hours, in only one step.  The T2 BPO holder also benefits from the ability to research his or her BPO, reducing material costs.  For a T2 BPO holder, the total cost per unit is 720,000 ISK per unit.  This cost advantage gives the T2 BPO holder the opportunity to substantially under-cut the inventor's price -- potentially below the inventor's cost! -- and still make a profit.  This allows T2 BPO holders to periodically drive all of the inventors out of their market entirely, then drive the price back up...

There's a reason that T2 industrialists rather despise T2 BPO holders and wish those BPOs would disappear.

I hope this "short" guide has been useful to you!

(1) The high cost of this PI product makes this one of the very few T2 items whose overall value isn't set by the value of technetium.
(2) Using these might result in a fourth successful BPC invention, or might be used to ensure the success of three inventions by lower-skilled characters.


  1. "between two and four T2 MRAR BPOs"

    If only.

  2. There's a reason that T2 industrialists rather despise T2 BPO holders and wish those BPOs would disappear.

    Actually, I did lots of T2 invention...made enough isk to eventually buy a jump freighter and still have several billion left over.

    Never bothered me that T2 BPOs were in game. Sure they had a higher profit margin, but there were never enough of them to keep me out of the market or from making a profit.

    1. ::nods:: Yes, that works for high-volume items. For lower volume items, the T2 BPO holder can price inventors right out of the market.

    2. The problem with T2 BPOs is the copying. Once someone has researched a T2 BPO then all day every day they will be making copies. So that means that the existence of one BPO signifies that 20 BPCs are actively manufacturing the item at any given moment.

    3. Except that copying a T2 BPO requires inputs and it takes longer to make 1 run worth of copy than it takes to manufacture 1 run. And then you have to manufacture off that copy.

      So, unless you're stockpiling the copies for when it becomes profitable to build again, there's no reason to ever copy a T2 BPO.

    4. Ruby Porto is correct. Copying a T2 BPO is something you only do when the product is not worth making. In the case of ammo (of which I do have 1 T2 BPO), the only real advantage is the manufacturing time. I can make 20 batches of ammo per week with my BPO, and was only able to make 5 when I was inventing. Going from -4 PL to +10 is a huge timesaver.

      But, since the bottom fell out of the market for my ammo, I'm not making ammo, and will probably make copies for the day when it comes back into profitability again.

      In case that wasn't clear enough, the T2 ammo BPO that was profitable enough to manufacture and sell to "buy orders" just a few months ago is not profitable to sell via sell orders at all now.

  3. As a T2 inventor/producer I can't say I have much issue with T2 BPO's in what little quantity they exist in currently. Arguments that I'm sure you're aware of but didn't go into your article, but I'll post them for others:

    T2 BPO holders are able to only produce from that one BPO, albeit at a lower material cost, it's still only one production line whereas an inventor can easily have 5, 10, 15, etc, lines producing the same item 24/7, so where the T2 BPO either doesn't exist or the demand is greater than what the BPO holders can produce, there's room for the inventor...which is a majority of T2 items. I suspect there's still T2 BPO's for some of the command ships judging by how low/nonexistent margin is for those items. There's however, enough other T2 ships that allowing the T2 BPO holder that one, relatively small, market doesn't affect me all that much.

    1. Unless things have changed, can't T2 BPO owners still make T2 BPCs from the BPO? Those BPCs are going to have better ME/PE than what you can get with an invented BPC.

    2. They *can* but they very rarely *do*. It's usually more profitable to go ahead and produce the items yourself then waste your time making BPCs.

    3. Nonsense. By copying the owner runs 20 manufacturing lines at once, by manufacturing he runs one.

    4. I dunno about T2 BPOs, but I make BPCs from my T1 BPOs, in order to keep my manufacturing lines full. I rarely use the actual BPO in manufacturing.

    5. Quite allot of T2 Mining Crystals are made this way, obtained and made from Copies of T2 BPO's sold by T2 BPO holders.

      Try copying a T1 Mining Crystal BPO and you will eventually find out why.

    6. The main issue with copying BPCs to produce from that is the copy time. For most of the T2 blueprints I can find the copy time is longer than the manufacturing time so it's actually slower to copy first than it would be to just manufacture straight from the BPO.

  4. I think you'll find that invention has much higher scalability than T2BPOs. A single BPO can make a fair number of t2 items, but that doesn't compare with being able to use three characters per account to make ridiculous numbers of invented items, then swap easily to another T2 item when the margins plummet.

    1. I agree with you completely. I've been swapping and swapping and swapping for a couple of years now. ;-) It's the easy control of the margins that's objectionable...

  5. For most markets, T2BPO holders simply do not make up any significant part of the market, let alone have the ability to drive prices below invention cost for any period of time (why would they want to, anyway?).

    I build T2 and I couldn't give a rats ass that someone is making a significantly lower return on their capital than I am by running a T2 BPO. (For any given amount of capital, Invention will return more ISK than T2 BPOs)

    More importantly, a properly run industrial operation will produce many more T2 items than a T2 BPO can in the same amount of time (invention, copying, and manufacturing can all be done concurrently once you're up an running with a quickly trained copy alt).

    Building in a POS produces 100 units in about 20hrs (running 9 lines to compensate for producing your Microprocessors. 500k ISK on the RAMS is nothing compared to your overall 118m profit).

    Building that many items on a BPO takes 2 and a half days in a POS, and earns a profit of 121m ISK (ME200PE50). Add in the Capital invested in the BPO (probably in the 10-50B isk range, since I can't find a sale thread), and compare it to the capital invested in the invention setup (200m for a Med caldari POS, 300-400m for labs/arrays, 200m for a standingsed corp, 500m for the 2-3 weeks of copy monkey training), and you get 48m/day for 10-50b invested vs. ~160m/day for 2b invested).

    I know which I'd pick.

    1. Your first point is only partially true. The QENs used to list a lot of T2 items and the percentage of them produced with BPOs versus BPCs. I remember really common items like Cap Rechargers were heavily produced with BPOs, as were a lot of T2 ships.

    2. "let alone have the ability to drive prices below invention cost for any period of time (why would they want to, anyway?)."

      If you think this you should read Gevlon's blog on deep undercutting. The short answer is that if you drive your competitors out of the market it takes a long time before new competition creeps back. So if X is cost for an inventor selling at X-10% until those guys give up allows you long periods of being able to sell at X+50% before people decide it's a good thing and compete (whereupon you set your price to X-10% until they give up).

    3. Stabs, that would work if inventors were a T2 BPO owner's competition. Or if T2 BPO owners could increase their productivity (your assumption elsewhere here that they make copies is just flat wrong because a 1 run copy takes longer than 1 manufacturing run in every T2BPO case I've looked at).

      T2 BPO owners provide base supply. The demand so far outstrips the T2 BPO supply that they have little to no effect on price. They would have to actively buy from sell orders and sell to buy orders to (on their own) crash the markets below invention cost (because they don't produce anywhere near the volume to meet demand).

      Jester, per CCP Diagoras's tweets, only 22% of Cap recharger IIs are produced by invention. The profit per 10 run bpc from inventing Cap recharger IIs is 3.5m (Buying raw mats from sell orders, selling finished goods to buy orders), in ~20 hrs.

      Expanded Cargohold IIs (19% built by invention), 2.9m/bpc in 16hrs.

      So even though these modules are primarily produced by BPOs, the price is set by the inventors. Which, I believe, simply strengthens my point that BPOs do not affect inventors.

      Yes, in some cases, where the item is rarely used (and the demand falls below the base supply), the BPO owners end up setting the price, and that does happen with some ships. But as an inventor, who gives a fuck? Most T1 BPOs are dirt cheap, so don't buy a Coercer BPC to copy.

      Profit calculations provided by EVEIPH based on Jita Buy prices for finished goods and sell prices for raw materials.

    4. A quarter of some of the largest volume items are made by some esoteric obsolete system completely unavailable to anyone newer than 2006 and you don't see it as a problem?

      what about niche items like Sentinels or Grav ECCM IIs? Is it ok for those to be exclusive monopolies for the benefit of ultraveterans?

      We'll have to agree to differ. Imo there should not be systems in the game that only benefit players who were there way back when. Imagine if you needed a character older than 2006 to pilot a Hurricane.

    5. Not a quarter. 81% of Expanded Cargohold IIs are built by T2 BPOs, and Invention [i]still[/i] sets the price.

      A T2 BPO is available to you in the same way that it was available to 90+% of current holders. You buy it from someone else.

      T2 BPOs are not unavailable to anyone. I started in 09, and there are a number of T2 BPOs I could have bought. I didn't because they're shitty investments by virtually any metric (1st world problems, I know). They're highly illiquid, provide a horrible return on investment, and are inflexible.

  6. In your required items you list:

    one or two copies of the R.A.M. - Armor/Hull Tech BPO;
    one or two copies of the Nanoelectrical Microprocessor BPO;

    I'm not sure why you would need two copies of either of those. Care to expand on why that might be useful?

    1. Either, but particularly RAMs, can be a bottleneck. If you're building a lot of items that use a particular RAM or moon material item, your ability to produce the BPCs can outpace your building speed for these two types of items.

      I see it particularly with RAM - Electronics and with the four "processor" moon items, Nanoelectrical, Quantum, Photon, and Nanomechanicals.

    2. As a T2 Inventer/Producer I never really have issues with R.A.M. needed. My Hangar is my Lab Space. I keep a running inventory stock of ever single R.A.M. over a certain amount for stock. That always assure I always have enough to use no matter what I tell the hamsters in my lab to cook up in the oven for T2.

  7. Some comments:
    * "a character with at least Amarr Encryption Methods IV, Mechanical Engineering IV, and Nanite Engineering IV" -> skills @ lvl 3 is more than enough
    * "one or two copies of the R.A.M. - Armor/Hull Tech BPO" - it's much more efficient to buy it from market than use up your production line as the costs are negligible
    * "(optional) six Medium 'Arup' Remote Bulwark Reconstruction modules" - using meta items for T2 modules is generally not worth it
    * Decryptors are NEVER a good idea for T2 modules. Use them for ships only.

    I am making ~700 T2 ship hulls per month for 15-20bil profit, so I know my trade ;)

    1. Lots of rigs are made much more efficiently with decryptors.

      Having high skills and/or sacrificing a meta item or two can make a fairly significant percentage difference to your invention chances. There used to be a website that specified the exact percentages, but it seems to have been taken down.

      And yeah, I mention that buying RAMs is usually more efficient than building them. Still, if you have some slack time in your manufacturing lines, RAMs are good things to spend that slack time on.

    2. Never manufactured rigs, can't argue about it.

      This is a newbie guide, for newbies L3 skills are more than enough. The difference between L3 and L4 skills is very low. The difference becomes important only for Marauders/JFs.

      For my 9 characters, profit @ L3 invention skills per month is 19,985 mil. If I would train to L4 skills, it would become 20,244 mil. 1.3% difference. And that's producing T2 cruiser hulls.

    3. I'm not an industrialist, so forgive me if I'm being a numbnut here: RAMs can be repaired, so you wouldn't necessarily need any more than the number of concurrent jobs...although I have no idea if this is profitable compared to building new ones...

    4. http://games.chruker.dk/eve_online/invention_chance.php

      Is the site you mention, also


    5. There's this website:

      Which basically states you can get +~200k/hr more if you use a lvl 4 meta item @ level 3 skills across the board.

      Lvl 3 skills to lvl 4 skills = +24k/hr for 12 days of training.

      In terms of training -
      Shows the difference or relative benefit to invention chance based on skills. So for every datacore skill you gain 0.82% chance to succeed, while encryption only gives 0.45%.

      But using a meta level 4 gives a +19.78% chance (still only an 84% chance at all lvl 5s)

    6. Oh and you have a typo - the first comment addresses it. BPOs copy into BPCs. #6 above.

    7. Repairing RAMs is even cheaper than buying them, and faster than building them.

  8. How did / does one get hold of a T2 BPO?

    1. It was some sort of rigged lottery. Much conflict came from it, some BPOs were pure profit, some where for things that few use.

      Would you want to be the one holding an hyena bpo or a warrior II bpo?

      There was also much controversy with BoB getting some BPOs from dev (T20 incident).

    2. Basically you ran research missions for agents, those that now generate datacores. You could turn your RPs in for something to sell (I am not sure if that were datacores or something else) or hoard them hoping that CCP would issue new BPOs at one day. You could maximize your chances a bit by researching fields that were overlooked. Everyone was into the ship agents, but far less people went for the module fields.

      If an issuing drive happened all RPs of everyone were used to randomize a winner, the more RP you had the higher your chances were. You could fly to the agent then and exchange all your RP for the BPO - or decline the offer hoping for something better. Yeah, sure :)

      It definitely was not rigged, a corpmate and I both got T2 BPOs off that lottery and we never paid anyone anything :). And no, I don't have mine any more, I sold it years ago. Even with a BPO building T2 stuff is a lot of effort, and the Ion blasters I could build were not in much demand. I still have stacks of the blasters I built with it :).

      The T20 incident was independent of the lottery as a dev can simply spawn items using console commands.

    3. They have not been available from CCP for many years, so the only way to obtain one is to buy one from someone who already has one. At the low end, you will pay a few billion for something that no one wants except as a trophy. At the high end, you will pay massive amounts for a useful ship BPO.

      As an example, a Scimitar BPO (this is a logistics ship) sold last summer for 525 billion isk.

  9. Quote: "Depending on the inventor's character skills, you will be rewarded with (likely) between two and four T2 MRAR BPOs (likely, three). They will appear in the Lab."

    You mean "BPCs".

  10. "Depending on the inventor's character skills, you will be rewarded with (likely) between two and four T2 MRAR BPOs (likely, three). They will appear in the Lab."

    I think you mean "between two and four T2 BPC's"

  11. Lots of great information here both in the article and in the comments thanks.

    I have recently come back to eve and want to get into T2 manufacturing. It's kind of daunting trying to figure it all out and aquire isk for pos and standings.

  12. What I think might be interesting is how many of your readers will try inventing this specific module just because you used it in this example, and of course what that will do to it's price.

    Is the profit margin affected in a meaningful way if you manufacture out of a NPC station instead of POS?

  13. Goddamn it Jester, now you're making me want to make even more alts just to tinker with this... >_>

  14. Great article, Jester.

    How about an article on T1 manufacturing, for those of us who are not quite up to T2 manufacturing yet?

  15. "Total cost (not including the optional modules) is therefore about 25.5 million ISK, resulting in 30 MRAR2s for a cost of 1.18 million ISK per unit"
    You divided backwards. 25.5/30 = 0.85 million ISK per unit. It doesn't change your conclusion; it only makes the profit per unit even more absurdly high.

  16. I don't know why CCP does not get rid of T2 BPOs entirely. It can be easily argued that the BPO owners have long since reaped the benefits of this privilege and would not be substantially hurt by their removal.

    BTW - CCP has had no problem using this argument when they completely changed ship stats, yet refused to remove T2 rigs from ships that could no longer benefit from them (ex. the exhumers and the T2 cargo expander rigs).

  17. Its a good example of T2 manufacturing chain.
    when i started playing eve i had one combat main and on my first alt account i created a industrialist, he started to do the copying on Kinetic HM with several unreserached BPO while researching one to 150/150 took him 4 month to get it due to the queue on the ME/PE slots.

    then i had around 200 BPC of the given item.
    i setup my operation quite a bit from Jita and my first few batches was nerve wrecking due to me frightening stuff for 100m in a bestowler back home once i reached critical mass i started using RedFrog service and i halted my alts training to train another char. while training my main in production skills also.
    i wouldn't say i made a ton of isk the first 6month since i was expanding for every isk i got.

    now im running with 5 chars on 2 accounts manufactuing alot.
    i buy stuff in jita for 3 week in advance. i move it in a Orca my self, and outsourcing the bigger buys of minerals hauling to RedFrog. after reaching the limit where i needed 3 chars just for copying i decided to get a pos, witch i did. i splitted it with a corp mate and spend around 250M isk/month with is nothing atm for me.

    right now im having alot of fun with my combat main for the isk my alt "create for me".

    I can recomend anyone to start T2 production. start in small scale in a market where the cost/risk ratio i low. Drones is overall a good investment with good ROI but they suffer from eating up your BPC missiles are the opposite HAMS takes over 7days to build 10batch compared to over 4h on Hobgoblin II do some market checkups get in to a market where there is big volumes first as you want your isk fast when starting up.


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