Eve online production calculation. Home among the stars: Industrial Complexes. What we do NOT do


On November 8, one of two global annual updates is coming to EVE Online - Ascension. In addition to the controversial introduction of alpha clones, which is interpreted by most media as nothing more than “EVE Online’s transition to free-to-play,” Industrial Complexes will be added to the game. The other day it came out, explaining all the details of the new structures. In addition, its official translation into Russian has been published. Therefore, there is no point in trying to retell this text. I would like to talk about Industrial Complexes, continuing the series of posts “A House Among the Stars”, where I shared the history of the development of structures in EVE Online.

I had the opportunity to see and experience from my own experience all the stages of this development, and I can say with confidence that the current system of structures, which sooner or later will replace all the previous ones, not only fits very logically into the structure of EVE Online, but has generally become the best implementation “ houses” in MMOs that I have seen.

Following the success of Minecraft's incredibly interesting concept, the entire gaming industry rushed to create gaming experiences that unleashed players' creativity. This craze has not spared MMO developers either. It’s just that outside of the fun construction from cubes that periodically presents us, this approach stumbled over the Solaris problem. Remember the intelligent Ocean in Lem’s work, who created incredibly realistic phantoms of the astronauts’ loved ones, without understanding the functional purpose of, for example, elements of clothing? Likewise, cities in Minecraft, while maintaining the epic scale and incredible beauty of the copy, could not boast of functionality. These are houses in which no one lives. This is a bakery that will never smell like fresh bread. This is a port where ships stay forever.


A structure without a function is simply a decorative element. It’s bad when players bump into decorations in an interactive environment. And it’s no better if they create them with their own hands. I explained in detail why buildings in EVE are not, in essence, decorations. Why exactly the new principles of construction take the concept to a new level, .

Until this moment, we had at our disposal exactly one type of structure that worked according to a new principle - the Citadel. Now that the details of a new type of structure - Industrial Complexes - have been explained to us, we are faced with an important step in assessing whether the new system can offer real variety.

For the sake of understanding, let's take a moment to go back to the basics of the new building system. It exactly replicates the ship system: the hull provides bonuses and slots for equipment, equipment provides functionality, modifiers provide enhancements to certain effects. At the same time, no one can prohibit you from placing non-core equipment or strange, at first glance, modifiers on your ship. In the end, this is how the famous Veldnought appeared in the game - the only dreadnought of its kind that was built in a system with a high security status, before restrictions were introduced, and which today can be seen in the Amarr system, digging veldspar. Yes, yes - a huge combat vehicle, one of the most terrible in the game, is used to mine the cheapest ore and has become the hallmark of one of the most famous peaceful players of EVE Online. Why not? This is the essence of the flexible system, which today has extended to include buildings.


In general, it should not surprise you that the introduction of Industrial Complexes means the introduction of not only “cases” of three sizes, but also the addition of special equipment, and with it modifiers. It should not be surprising that new equipment with modifiers can also be installed on the Citadel. And equipment and modifiers, initially intended, it would seem, only for Citadels, can easily be shoved into the body of the Industrial Complex.

Then what's the difference? In the bonuses that the Industrial Complex box and the Citadel box give. Again, I won’t bore you with details now, which are available in full detail on the dev blog. Here we get to the point.


In fact, in November we will receive not only the most beautiful models of Industrial Complexes in three versions (medium, large and extra-large), but also functionality, which in the same zeros, in the absence of an outpost, is provided at Orbital Stations using a large number of different modules with separate compartments (which is quite inconvenient). We will have:

  • Assembly shop of the first technical category - manufacturing of everything, from cartridges to ships, with the exception of large-tonnage ships (LTB); installed in an Industrial Complex of any size
  • KBT shipyard - construction of large-tonnage ships; can only be installed in large and super-large Industrial Complexes and only in systems with a low security status, in null sectors and in wormhole space.
  • Shipyard KSBT - construction of ships of extra-large tonnage; can only be installed on super-large Industrial Complexes and only on alliance territory with a special improvement for the Infrastructure Center
  • Research laboratory - study of drawings to reduce material consumption and production speed; copying drawings
  • Modernization laboratory - modernization of drawings to the second and third technological level
These restrictions also explain the bonuses of Industrial Corps of various sizes. The only difference between them in terms of bonuses is production time (5%, 10%, 15% time savings, respectively). Although this is an important parameter for any production, it is ships of large and ultra-large tonnage that are real long-term construction projects, for which every percent of time saved is of great value.


But bonuses can be obtained not only from the case itself. The third type of equipment I talked about is modifiers. Bonuses for new modifiers will depend on the security status of the planetary system in which the structure is installed, supporting the well-known EVE paradigm of “greater risk, greater reward.” The biggest bonuses, which will lead to a reduction in production costs and production time, will be in the null sectors and wormhole space.


Special mention is due to the fact that the original drawings - one of the greatest assets for production workers - are guaranteed to be evacuated from the destroyed complex according to the standard procedure and they are excluded from falling into trophies of enemies.

Finally, an important milestone in the evolution of EVE Online's facilities has been announced. Although no one is abolishing or removing the old structures yet, if after the commissioning of the Industrial Complexes in November the new structures work as planned and no unexpected shortcomings are identified, a month later, in December, a restriction will be introduced on the installation of old structures - outposts - and their improvements. For which I congratulate us all, because the new approach is frankly better. What I will try to tell you about in the next “diaries of Atron the Quiet.”

Disclaimer.

I bring to your attention another rewrite of an excellent article about industry in the world of Yves. The article was written back in 2007 and is therefore slightly outdated. I added a few of my thoughts and updated those parts of the article that were no longer relevant. The article is quite superficial, but perhaps someday I will write a complete production guide for the delight of beginners.

Industry. Industry.

Industry in EVE is one of the main pillars on which it rests; if there is no industry, there will be no EVE.

The main production cycle looks like this:

Resources -> Production -> Goods -> Money - Resources

Resources.

Ore can be mined by anyone, but miners have the highest efficiency.

Refining – you can process both ore and most goods; this can be done by anyone, but it is best done by refiners (characters with special skills and a stand for a specific corporation).

Salvag is a specific resource obtained from broken ships and sometimes found in hidden plexes, as well as in wormholes. Anyone who has the appropriate skills can salvage; salvagers are almost never found as a separate profession.

Rigs (improved modules) are made from salvag.

Production.

There are two ways to produce something in the game.

At public factories, which are available in any region in assortment and at POS (POS).

In order to produce something, you need a drawing, the so-called BPO or BPC (BOD).

BPO – Blue Print Original

BPC – Blue Print Copy

BPO can be used as many times as necessary for production; BPO has a limited number of starts. BPO can be purchased on the market and in contracts. BPC (copies) can only be purchased through the contract system, or obtained by copying from the BPO (original).

Drawings (both copies and originals) contain complete information about what materials are needed for production, how long it will take to produce the product according to this drawing.

Product.

With goods, everything is clear - we sell (we receive money with which we buy resources and this cycle continues ad infinitum) or we use it ourselves (we fly on a built boat and use weapons made with our own hands).

Sale.

In general, every industrialist is a bit of a trader. Firstly, not every industrialist is a miner, so very often you have to purchase basic minerals. Secondly, this raises two problems - where to build, where to transport (both minerals and the product!). It is very important to understand this and generally play on the market a little to understand how this happens.

Simple examples:

1) Resources in miner/agentrunner/hub systems can be purchased via purchase orders at very low prices (sometimes extortionate). Partly due to noobs chasing lvl 1-2 missions, partly due to lazy pros who don’t want to run. As a result, it turns out that we buy 10-50% cheaper than we would have bought in a hurry, and we build something that brings 10-20% profit (very little from T1 will give greater benefit, you are not alone).

2) Sales in hub systems go much faster, even at inflated prices, even if everything is 10-20% cheaper in 1 jump - you can simply place orders 0.01 ISK cheaper than the nearest competitor at the station. This happens because very often people fly to hub stations to buy and fully fit a ship quickly.

3) The market is purely human. Very changeable. Today you sell something for 1kk, tomorrow a rich reseller comes, buys up the entire market and sells it back for 2kk. Or vice versa - today you sell for 1kk, an agent comes and needs money - and puts a hundred goods at 800k next to you.

Hence the conclusion - if you want to build something, upgrade your trading and long-range skills by managing orders. So that your base is no further from the hub than you can control orders.

Where can I get the drawings?

All kinds of BPO on T1 (technology 1) goods are sold to NPCs. If you do not find this drawing from the NPC, fly to a neighboring region, for example, blueprints for Amarr ships must be looked for in the native Amarr system.

BPCs for factional goods can break off from some agent missions, perhaps they are in the LP market, they can also be found along with T2 (technology 2) BPCs in hidden complexes.

t2 BPO - almost impossible to find. There used to be a lottery, but now in the T2 game the originals can be found from collectors. We can’t even talk about the cost - it is sky-high and to recoup such a T2 BPO it will take several years of continuous production according to this drawing.

t2 BPC - in addition to complexes, can be obtained from t1 BPC using inventions.

Is it simple?

It seems like yes, but after calculating production costs on a calculator (in Excel), we find that it is cheaper to buy a product than to make it ourselves.

Let's figure out why this is so.

The drawing has the concept of ML (Material Level), the higher it is, the less production costs us. It can be increased by sending a drawing to Material Research. It should be taken into account here that most lines for surveys are occupied for more than 20 days, this means that you will stand in line for this time, get ready. To calculate the optimal ML level I use this great link. Select the desired category, the desired drawing and look at the words “optimal material level”. For each drawing, the optimal level will be different.

The drawing has the concept of PE (Performance Level) i.e. the time during which the product will be created, usually all goods according to drawings are produced quite quickly, so it is worth exploring this parameter of the drawing only if you are planning to engage in mass production. As a rule, finding an empty line for PE research (production efficiency in the picture above) is not difficult.

Have you done a lot of research on BPO for materials and performance?

Then you start making copies of it and selling them or producing them. Copy lines usually have queues of 5-7 days. It is possible to produce from the original, but this method is not suitable for mass production and therefore copies have to be made. Also, such copies are used for innovation (invention).

The cost of a product from a well-researched copy using ML is usually 5-10% lower than the market value.

Inventions. Invention.

The invention requires special materials.

Datacore – can be bought or earned from R&D agents.

Data Interface - purchased in the market. They fall in hidden complexes and therefore, for a mere mortal to have a data interface, it’s not a matter of one month of play or even a year. The cost on the market is from 50kk isk. There is one pleasant surprise: interfaces are not consumed, i.e. This is a reusable item.

Descriptors are all sorts of crap that affects the final result.

A copy of the drawing obtained from the original.

There are also a bunch of skills that are indicated in the drawing in the Invention tab.

After you have launched an invention (at highsec stations the lines for the invention are always free), you may or may not receive a BPC. The number of wounds on it is random and depends slightly on the character’s descriptors and skills. I note that if you receive a copy after the invention, then this copy will be for a T2 module or T2 ship. Small addition - upon invention it is forbidden get BPO.

I would like to note that this article does not touch upon the production of T3 at all, because This is a big separate topic for conversation.

EVE Industry - All you want to know
07/17/2014 18:24 By CCP Greyscale

Greetings, Space Track Rockefellers,

In this new blog, we'll be looking at everything related to the cost of researching and running projects in Krios, to clarify our "final decisions" on things that will change in the near future, and to collect everything in one place and create extensive documentation for the release (of course, in the patch notes everything will be laid out point by point and in great detail).

If anything related to startup or research costs is not mentioned here, it will not be included - even if it was mentioned in previous blogs or forum entries.

M.E. and T.E.

Main changes

  • PE (Production Efficiency) is now called TE (Time Efficiency - Saving production time), since it is more obvious what exactly this parameter is responsible for. ME (Material Efficiency - Saving materials in production) remains with the same name. In both cases, we will now display these parameters in the interface as negative numbers, since in fact this is a decrease in something. This became possible due to changes in inventory (modernization), which we will talk about below.
  • The concept of “Waste” is becoming a thing of the past. All bonuses that affect materials simply reduce the amount of materials needed for production. The materials needed to produce T1 items have been increased by 1/0.9 to balance out the impact of this approach. We no longer have to keep a close eye on what materials can be made out of thin air due to high ME, as recycling built items now only returns 50% of materials.
  • You can now research ME and TE in 10 steps. Each ME step reduces material requirements by 1% (always rounded up). Each TE step reduces construction time by 2%. These parameters are displayed as normal percentage values, so you can see the drawing with the parameters ME-3%, TE-12%.

Details

Two important notes: first, we are now rounding materials for the entire project, rather than for an individual run as before. Thus, it will often be possible to achieve savings of less than 1 unit of materials over a long enough production cycle. Secondly, to prevent production inconsistencies, especially for T2 items (for example, building 10 Paladins from 9 Apocalypses), each run will require at least one unit of each material listed.
To maintain the non-linearity of research, each subsequent level will be researched longer than the previous one.

Here is the time needed to research T1 ammunition:

Level Seconds Approximate time in normal units
1 105 1 min 45 sec
2 250 4 min
3 595 10 min
4 1.414 24 min
5 3.360 56 min
6 8.000 2 hours
7 19.000 5 hours
8 45.255 12 o'clock
9 107.700 1 day
10 256.000 3 days

(If you look at the even levels, you will notice familiar values. This is done on purpose!)

To maintain the differentiation of drawings, we are introducing a rank system. So, all the above values ​​are multiplied by the rank of the drawing. T1 ammunition has rank 1, jump freighters have rank 4000. To better understand what rank a particular item has, see Appendix 1.

In addition, the Material Efficiency skill has been renamed to Advanced Industry, and now reduces construction time by 1% per level. We're not entirely satisfied with this skill's devaluation, so we promise to reconsider it after Krios and explore ways to achieve our main goal with less drama.

Obviously, we need to ensure that the pre-Krios blueprints work after the Krios update, so we will have to change the current blueprints for the new system. The basic rule of this translation of drawings will be “not a single drawing should become worse functionally than it was before” - that is, after transferring the drawing to new rails, it should require the same, or even less, materials for production as before. Please note that by calculating the cost of the project as a whole rather than individual runs, long-term projects with many runs may have hidden material savings that were not previously possible.

Here is a diagram of the transition from old levels to new ones:

Old ME New ME
1 -5%
2 -7%
3, 4 -8%
5, 6, 7, 8, 9 -9%
10 -10%
Old PE New TE
1 -10%
2 -14%
3, 4 -16%
5, 6, 7, 8, 9 -18%
10 -20%

(To understand negative ME/TE, skip to the next section!)

Copying and inventory (modernization) / reverse engineering

The Game of Drones team will begin working on a clearer overhaul of modernization and reverse engineering as soon as the Krios update is released, so the changes in this blog will only help keep these elements of the game functional while they are worked on.

Main changes

  • Copy time is now calculated per run and is always equal to 80% of the base construction time for a given blueprint (that is, it will become shorter for ships and longer for modules)
  • Upgrades require only one run on a copy of the drawing and are deducted in the same way as if you were making from that copy.
  • A successful upgrade always produces a blueprint with the maximum possible number of runs, which is then modified by decryptors.
  • The maximum number of runs is set to 1 (one) for T2 ships and tuning modules (rigs), and for other T2 items - to 10 (ten).
  • Successful modification without using decryptors now creates a blueprint with the parameters ME-2%/TE-4%. For balance, we are increasing the amount of materials needed to produce a T2 item by 50% due to negative ME. Thus, upgrading without using decryptors now requires 2% less materials than before.

Decryptors have been adapted to the new system, doubling TE bonuses to reflect the fact that TE savings can be achieved by up to 20%. This results in decryptors being left in limbo, which will be fixed in the aforementioned post-Krios upgrade/reverse engineering work.

To adapt the old blueprints, we will add 6 to the ME and TE for all t2 bpcs, and then convert them according to the blueprints above. Thus, a drawing without decryptors with ME-4 and PE-4 will first become a drawing with ME2 and PE2, and then will be converted into a drawing with ME-7%, TE-14%. This will happen only once due to the desire to make the script that changes the database simpler and more reliable. So enjoy the freebie while it lasts.

Pricing Basics

There are no more slots. There are no longer restrictions on the number of jobs you can run in a given plant. Now a factory is any place in a station or POS where you can launch any industrial project.

Instead, we will introduce a dynamic price change in order not just to “build everything in Zhit 4-4”, but to encourage construction in other places. This is due to the cost of hiring the required labor in this system.

The basic component of pricing is the system activity index. This parameter is calculated for each type of activity (production, copying, increasing production speed, increasing material efficiency of production, modernization and reverse engineering) for each system separately, so that in Zhit there will be 6 different indices for each type of project.

The index for a given activity-system pair is calculated as the sum of time spent on a given activity in a given system over the last 28 days, divided by the sum of time spent on a given activity in the entire universe over the last 28 days, and smoothed by taking the root of the quotient. This number is then expressed as a percentage, which will usually be a very small number, and can be anything from zero on one side to (theoretically) 100 on the other.

That is, if:

system_activity_job_hours taken as the total duration of all work of this type in this system over the last 28 days, and

global_activity_job_hours take as the total duration of all work of this type in the entire universe for the last 28 days, and take

system_activity_index for the parameter we need, then the formula will be like this:

Once calculated, this index will be used together with the cost of the given project to calculate the base cost. Those who want to see how this is done in practice can refer to (in English).

The cost of a project is based on what will be obtained as a result of this project - a blueprint or an item. For manufacturing, the cost will be calculated as the sum of all components needed to build, so for most manufacturing projects the cost will be the sum of the cost of all components.

For copying and efficiency studies, it's quite simple: the cost of the project will be equal to 2% of the cost of the materials needed for the project requiring the given blueprint.

For modernization (inventory) and reverse engineering, the cost will be 2% of the average cost of materials for building items that can be obtained as a result of this project. Since you can get several different results for T2 and T3 ships, we take the average of all possible options.

We then multiply this value (that is, the cost of materials for construction or 2% of the cost of materials for research) by the activity index in this system to obtain the base cost of the project. Example: let's say the industrial activity index in Zhit is 5%. If you build an Apocalypse, the materials for its construction will cost 200kk, then the cost of construction will be 200kk*5%=10kk.

There is another catch for ME and TE research - high-level projects not only require more time, but also cost proportionately more. There is a multiplier for each research level that is equal to the time required to research to that level divided by the time required to research to the first level.

Cost Modifiers

There are a number of modifiers that affect the final price.

1. Reducing the price due to stations and improvements that are in the system. Stations, FV improvements and some Outpost improvements can reduce the cost. For each eligible project in a given system, multipliers for all stations and upgrades are applied to the base price. A complete list of multipliers can be found in Appendix 2.

Note: previously, improvements to outposts in nullsecs added production lines to the stations. They now provide an additional 1% material savings (that is, an additional level of ME-1%) for each upgrade installed.

2. Working groups will increase the cost when used. This increase will be indicated in the information about this working group and is a simple percentage share.

3. Factories can set fees (taxes) for the use of a given factory. For factories owned by NPCs, this is a simple multiplier of 1.1 to the project price or a tax of 10%. For activities carried out at player-owned outposts, this multiplier can be adjusted by the owner. For POS, taxes will not be set in the initial release, but in the near future we will consider introducing this feature based on player feedback.

All this is multiplied with each other and the base price to calculate the final unit cost of the run for a given project, which must be paid before work begins.

Drawing Options

We've made a fairly transparent new system of drawing parameters to bring them into a more consistent and interesting structure.

First, we assigned each drawing an invisible rank, which determines many parameters. The rank can be viewed in Appendix 1, but here are the rules that were used to determine the rank:

  • Modules: rank set to 3/6/9/120, with a multiplier of 2.6 for T2 variants of T2; dimensionless modules are installed as S/M/L depending on the low/medium/high connector they occupy (low, medium and high power).
    • Some modules have had their rank tweaked to make them more interesting - mainly shreds, combat interaction modules, mining modules, and "specialized" modules that are supposed to be used on specific types of ships, such as doomsday guns, warp jammer probe launchers (announcers' traffic jams), etc. The T2 variants of these items also receive a 2.6 multiplier.
  • Ships: a rank of 20/30/40/50/60 is set for frigates/destroyers/cruisers/battlecruisers/battleships, with cargo ships assigned to cruisers, and for T2 variants the rank receives another 20 multiplier. Capitals receive a rank of 200, except for supercars ( rank 400) and titans (rank 600).
  • Charges: rank set to 1/2/3/4, multiplier for T2 options 1.6
  • Drones: rank set to 1/2/3/40, multiplier for T2 options 5
  • Modules for POS: set rank 20/30/40 for small/medium/large guns, 100/200/300 for control towers and 40/60/80 for other structures, based on CPU consumption (20 - less than 200, 60 - up to 750 and 80 above this value)
  • Rigi: rank set to 5/10/15/20, multiplier for T2 options 10
  • Everything else: a rank is assigned to each item separately.

Subject to some exceptions noted below, the combination of a drawing's rank, classification, and technical level will determine the drawing's parameters.

  • Construction time is usually equal to rank times 300 seconds.
  • T2 ammo is then further multiplied by 10 to maintain current batch sizes.
  • T1 KBT are also multiplied by 25
  • T2 CBT are multiplied by 4 (cannot be combined with the x25 multiplier above)
  • The construction time of components did not change at all, since they were balanced relative to other production chains.
  • Special edition ships (including all skins) receive a production time of 10 seconds.

Note: Special Edition ships also have a cost parameter set to ensure that these ships do not cost a single claim to build: The New Eden Painters Union is still negotiating with the Interstellar Industrial Workers Union.

Copy time, as stated earlier, will always be 80% of the base build time. Due to the interaction of different skills, both copying and production will have approximately the same throughput. We may revise this in the future to make copying more interesting.

Research times will always be equal to rank*105 for the first level, taking into account the scaling for other levels mentioned a little earlier.

Invent (upgrade) will be more difficult. We wanted to make sure that the base parameters were such that, given a 50% success rate, the upgrade time was approximately equal to the build time. Thus, a character with maximally pumped skills will be able to supply himself with enough t2 bpc to fill all his production slots. Yes, we are aware that the timing of modernization projects can cause problems. See previous note about inventory improvement work after we release Krios.

Thus, the basic time frame for modernization will be as follows:

  • Time required to build item(s) from a blueprint with maximum number of runs
  • Divided by 2 due to the assumption of a 50% probability of a positive outcome
  • The time for making a T1 copy is subtracted from the amount received.

That is 2*(copy t1 + modernization) = construction time t2.

We then played with the numbers some more, multiplying the upgrade time for blueprints with a rank of 3 or less by 0.9, and for blueprints with a rank of more than 7 by 1.1. This will result in “larger” items being tied to the upgrade time, and “small” items to the production time. Obviously, various bonuses will spoil this balance - managing this is deliberately proposed as an exercise for players :)

The maximum number of runs has been adjusted for greater consistency, based on construction timing:

  • Most T1 items receive approximately 2 days to produce
  • Components receive approximately a week to produce
  • T2 ships and rigs (tuning modules) receive 1 run
  • The remaining t2 get 10 runs

We then round to the nearest 100 if the build time is greater than 1400, and to the nearest 10 otherwise.

Finally, the final cost is multiplied (as mentioned earlier) by 1/0.9 for T1 items and 1.5 for T2 items to adjust for the removal of the waste concept during production.

What we do NOT do

After much discussion, both internally and on the forums, we have decided that we will not make any additional compensation for blueprints that are currently researched to ME and TE levels above 10. Various reasons led to this decision, including setting a serious precedent ; the fact that no functional loss occurs; and the time that needs to be spent on creating a one-time compensation is better spent on polishing other features of the release that we bring to your attention. We understand that some people will not be very happy with this, and we have to emphasize that we have to evaluate everyone's interests equally. And in this case, we believe that the best solution for the game would be to simply convert the drawings using the new system, as mentioned above, but not take any other actions in this area.

We intended to introduce a bonus for several structures of the same type installed on this POS. In fact, this was implemented in its infancy, and due to the difficult need to make it both user-friendly and perform satisfactorily (updating once an hour), and given the relatively limited benefits that such a solution provided, we decided not to do it , and concentrate on bringing the remaining features in the release to excellent condition.

Initially, a “wholesale discount” was planned, which would make long-term projects a little cheaper. After further reflection, we came to the conclusion that this should be abandoned due to extremely minor benefits even in the best case, due to the presence of non-obvious performance results (for example, TE research would reduce your discount), due to the difficulty in explaining given mechanics, and in the end it just added complexity that we didn't need or want.

In previous blog discussions we talked about regulating copy speed bonuses at Gallente Outposts. After carefully studying this scenario, it turned out that the problem essentially does not exist. All concerns arose when assessing the total number of works on T2 BPO, and the impact of the increase in the number of works on BPO on the inventory market, taking into account the significant cost savings when constructing on BPO compared to inventory. Currently you can get a build bonus of x0.4 at the Amarr Outpost, so changing the bonus to x0.4 to copy speed will not affect the potential throughput in any way, since the blueprint can only be used in one project at a time. Even if you copy on a Gallente outpost and then build on an Amarr outpost, you will still be limited by the copy speed. In practice, the ability to take advantage of copy speed without the need for scratch production could increase the popularity of this bonus. However, you will actually have to keep t2 bpo on the Gallente outpost, which has been improved specifically for copy speed, which is an extremely rare case.

And finally

Everything described above contains all the changes in two areas - blueprints and costs - that will be implemented in the Krios update, announced for release on July 22. Of course, we will monitor the feedback and respond in the discussion thread of this blog on the offforum, in other topics dedicated to errors and feedback on the Krios update, as well as discussion of industrial development on Tranquility in the months following the release.

If you have questions, comments, etc. — please share your feedback with us.

That's all for today -
Greyscale, on behalf of the Super Friends team and the Game of Drones team

Appendix 1: Ranks

Rank Types
1 All T1 small ammo, T1 small drones T1 mining crystals
1.6 All T2 small ammo, T2 mining crystals
2 All T1 med ammo, T1 med drones, subsystems
3 All T1 large ammo, T1 large drones, T1 lowslot/frigate modules
3.2 T2 med ammo
4 T1 cap ammo, capital T2 components
4.8 T2 large ammo
5 T2 small drones, T1 small rigs
6 T1 medium/cruiser modules
7 T1 deep core/strip/ice miners
7.8 T2 small/frigate modules
9 T1 large modules
10 T2 med drones, T1 med rigs
12 T1 Warfare links
15 T2 large drones, proto cloaks, T1 large rigs
15.6 T2 med/cruiser modules
18.2 T2 strip/deep core/ice miners
20 T1 frigates, T1 capital rigs
23.4 T2 high/bs modules
30 T1 destroyers
31.2 T2 warfare links, Improved cloaks
39 Covops cloaks
40 T1 cruisers, fighters/bombers
50 T1 battlecruisers, T2 small rigs
60 T1 battleships, capital components
100 Medium T2 rigs
150 T1 Capital modules, T2 large rigs
180 Fancy capital modules
200 Non-super capitals, station components, T2 capital rigs
240 Doomsdays
300 Large towers
400 Supercarriers, T2 frigates
468 T2 siege/triage
600 Titans, station eggs, T2 destroyers
800 T2 cruisers
1000 T2 BCs
1200 T2 BS
4000 JFs

Appendix 2: Station Cost Modifiers

Operations Manufacturing output multiplier Research output multiplier
Amarr Factory Outpost 0.5 0.6
Manufacturing (Nullsec conquerable) 0.6 0.8
Caldari Research Outpost 0.6 0.5
Gallente Administrative, Minmatar Service Outposts 0.6 0.6
Cloning (Nullsec conquerable) 0.7 0.7
Factory, Shipyard, Assembly Plant, Foundry, Construction Plant, Biotech Production 0.95 0.98
Warehouse, Chemical Storage, Academy, School 0.97 0.98
Testing Facilities, Reprocessing Facility, Chemical Refinery 0.97 0.97
Biotech Research Center, Research Center, Biohazard Containment Facility 0.98 0.95
0.98 0.98

All this is presented to your attention to the music of Hell is for Heroes, which played without interruption

Most items in the EVE universe are created by players, so production in the game is important. There are many things that go into manufacturing, from researching in a laboratory and producing your product to selling it. Let's start with the basics: the skills a production character requires to be effective.

Skills

The most basic skill a production character should have is Production Efficiency. After you buy this skill, train it to level 5. Production Efficiency is a one-of-a-kind skill that everyone must have in order to be efficient and competitive in the production of goods and, unlike many other skills, the rewards from reaching level 5 are well worth it. The easiest way to explain why this is so is with an example.

Let's say that you and your competitor have the same projects that are equally well researched (I'll go into "research" in a bit). Your production efficiency is at level 5, but he doesn’t have it. Next, suppose that the project says that 1000 units of material are required for production. You will produce items using as much material as specified in the project, that is, 1000. Your competitor on the other hand will need 1250 units of material (later I will explain what this is all about). This may not seem like a big number, but let's take it a step further down the road and see what happens when you start selling items.

You look at your product and think that the selling price of this product should be 50% more than the cost, which will bring a good income. You set the price at 1500 and start selling it. Your poorly trained competitor is faced with a dilemma. He can also set a price 50% higher than cost, but this will mean that the price of his product will be equal to 1875. Perhaps he will be lucky and sell this product. But on the other hand, most likely not. He will have to lower his price to compete with your price. To become competitive, he needs his product to cost 1500. This means that his profit from the sale will be a paltry 20% of production costs, which is not even close to the benefit you get.

Other skills are of course also important. After Production Efficiency, Mass Production comes in importance. It allows you to manage multiple plants. Simply put, it will allow you to produce more goods. Industry is certainly good, but greater productivity is easier to achieve through mass production. Industry level 5 will increase your productivity by 33%. Mass production level 3 will increase your productivity by 300%, plus it will allow you to have factories in different locations. Give mass production a higher priority in training than Industry, even if it has a second rank, it is still more profitable to train than Industry, despite the time costs.

Then there are Science skills. They are much less important than Production skills. Why? Anyone with Science level 1 can run a laboratory. At 20,000 ISK, Science is a very inexpensive skill and players just need access to projects to research. Use your labs to your advantage. Everyone in your corporation you trust should have the Science skill and be researching something - lab rent is the only real cost. The Science skills (science, metallurgy, and research) merely reduce the time spent on research. While this is useful if you need to do a lot of research or need to research something quickly, the reality is that it is much more profitable to pay 20k while having another player doing research as well. Although if you have a character with strong Science skills, make sure he/she also has Lab Operations. After that, if you are given a bonus, use it as much as possible. Control of Lab Operations is very important for both small corporations and private individuals - it increases the efficiency of a limited number of players.

Selecting your first project

Once you have mastered the skills required to make things, you need to make choices and decide what you will make. Basically, making things has two purposes:

Making things for personal use (by yourself or a corporation)
Making things to sell
If you decide to make things for yourself or your corporation, then you need to focus on those things that you know you will make quite often. Ammunition fits perfectly into this category. It's also worth purchasing some equipment and perhaps ships - if you use a lot of different equipment. As for corporations, it is worth introducing into the project things that participants use constantly.

Keep in mind that many players are into crafting and you must make the right choices to make a profit.

When it comes to selling, the abundance of information available in the market will help you make an informed decision. Hiding on the trading screen provides information about the price history of everything that can be bought in the market. If you open the market and select a specific item, you will see a map of the area on the supply and demand screen. Players often use the market for these purposes. However, there is also much more information here for the resourceful player planning to build his own trading empire.

In particular, this applies to the history icon. By clicking on it, you can see how well a given item sold over a certain period of time. By customizing the combo box on the left side, you can see how well an item sold in a specific location or an entire region. You'll also see how many items are sold each day, as well as the prices - high, low and average. Although the data may seem dry, this is invaluable information that will help you decide what exactly you will sell.

Projects (Blueprints)

Projects are the basis for making things, so we'll take a closer look at the information they contain. Once a project is in the cargo bay, you can get detailed information about it by right-clicking. Here is a screenshot of the Antimatter hybrid charge project. One thing to note is that project statistics do not take into account the skills you have or don't have. But the research carried out is taken into account.

Manufacturing Time (Production Cycle): The time in seconds required to produce one batch.

Mineral Level (Mineral Level or ME): The mineral level shows how many times the project (blue print) has been tested for minerals.

Wastage Factor (Loss Factor): This metric is inaccurate in many ways. There are actually two types of waste associated with making things. The first type of loss can be called losses due to incompetence. It depends on the level of the Production Efficiency skill. This value is related to another, which can be called production losses. They depend on the project's mineral efficiency level and require an additional amount of each type of mineral to the overall "mineral" cost of producing the item for the project. For everything except drones, the overall loss factor is calculated using the following formula:

(1 / (1 + ME))

Where ME is the level of mineral efficiency of the project. For drones the following formula is used:

(0.05 / (1 + ME))

Research Mineral Time (Research time for minerals): This is the time in seconds that a player with zero Metallurgy level needs to increase the level of the project's minerals by 1. Typically, for ammunition and drones it is 2400, for equipment - 12000, for frigates - 120000, 240000 - for industrials and cruisers, 360,000 for battleships.

Research Copy Time (Research Time): This is the time in seconds that it takes for a zero Science level player to create a copy of the project with half the production cycles “crammed” into the original project. Typically, for ammunition and drones it is 2400, for equipment - 12000, for frigates - 120000, 240000 for industrials and cruisers, and 360000 for battleships.

Produces: This is the name of the thing that will result if you take the design to the factory and are able to manufacture the thing.

Copy (Copy): Indicates whether the project is a copy or original. Thanks to this, you can distinguish copies from originals. When purchasing a project (blue print) from someone, be sure to check it in the info. This way you will know for sure that it is not a copy.

Research Productivity time (productivity research time): This is the time in seconds that a player with zero Research level needs to increase the Productivity level of the project by 1. Typically, for ammo and drones it is 2400, for equipment - 1200, for frigates - 2400 , 120,000 - for industrials and cruisers, as well as 240,000 for battleships.

Productivity level ( Productivity Level ): The productivity level shows how many times the project has been subjected to productivity studies.

Licensed Production Runs Remaining(Remaining cycles of licensed products): When copying a project, you need to consider how many production cycles the project will have. The more cycles you specify, the longer it takes to produce. Each cycle allows the factory to produce one batch of goods. Typically, the maximum number of cycles for ammunition and drones is 1500, ammunition - 300, frigates - 30, industrials and cruisers - 15, battleships - 10. You may have noticed that some projects have this value set to unlimited (as a result of a previously issued patch, who gave this opportunity). This means the following: you can use the copied project an unlimited number of times without any problems.

Production Batch Size (Item Batch Size): This is the number of items you will receive in one production cycle at the factory. For ammunition, this quantity is 100 copies. For rockets and light missiles - 10. In all other cases, you get 1 item in each batch.

Required Ingredient - Required Components (Batch): Shows how many units of certain materials you need in order to make one batch. You will have one entry for each type of mineral needed to craft an item. This metric takes into account production losses resulting from low ME, but does not account for incompetence resulting from low Production Efficiency skill level.

Wasted Ingredient (Per Batch) - Spoiled Material (for a batch): This is a certain number of units of each type of minerals that you additionally need for production losses. You will have one entry for each type of mineral needed to craft an item. Ideally, this amount is less than 1 for each mineral. This number is derived from the base amount of minerals (not shown in the project).

The base amount of each mineral required to make something is a valuable statistic, although not specified in the design. We call this the basic mineral requirement. This can be calculated by taking the required materials and subtracting the number of spoiled minerals for each mineral (tip: if you haven't started researching mineral levels yet, keep in mind that for most things the base mineral requirement is equal to the number of spoiled minerals times the number of spoiled minerals by ten, and for drones - by twenty). The basic mineral requirements are the starting point from which all other crafting data is calculated. It’s worth starting with them to determine how much you will get after recycling the item.

Factory work foreman ( The Factory Wizard)

When you start working with the factory master using the install button, the first step is to select a hangar for production. This hangar contains the project you want to put into production and can be your personal hangar or owned by a corporation.

Click on the double arrows to select a hangar from the list that appears. The hangar with the required project must be within sight. Once you select a hangar, you will see a list of all available projects in the hangar. Click on the project you want to run, select it and then click on the next button.

If you selected a project from your corporation's hangar, you will be asked to select a hangar in which you will need to place the materials. Click on the double arrows and select the hangar from the list that appears. Keep in mind that you must have access to use the items in this hangar. Having selected the hangar, press the next key.

Now, you will be asked to select the hangar from which you want to receive the finished product. It is in this hangar that the finished product will appear (indicated in the project in the “Produces” column). You must have open access to this hangar. So, select the hangar using the context menu and press the next key.

Now you will need to indicate how many batches of the product you want to receive. At this stage, it is important to understand the difference between batches and the number of items you receive in the end. A batch is one cycle of a project. This number may not coincide with the number of items in the end. Some projects produce more than one item per cycle (for example, ammunition). The project item "Production Batch Size" will indicate how many items you will receive in one batch. For example, the batch size of Phased Plasma M products is 100. So if I want 2000 of this ammo, I need to make 20 batches. You can set the number of parts you want using the keyboard or the + and - keys on the right side. Having specified the required number of batches, click on the next button.

The last window will show the summary of your actions. This is the last window and production will start as soon as you press ok, so make sure everything is correct. The production work will begin as soon as you click ok and the factory wizard closes.

When working with a factory, you need to consider the amount of minerals consumed and the time it takes to make a batch. First, we will show simple formulas using data already obtained in the project. Next, we'll demonstrate complete formulas that take into account the research for the project (and allow you to check various data if necessary).

The amount of consumable materials for each batch is equal to:

(1.25 - 0.05 * Production Efficiency Skill level) required materials

Time to complete each batch:

Production cycle * (1 - 0.05 *Industry Skill level)

Complete formulas taking into account all factors:

(1.25 - 0.05 * Production Efficiency skill level) * (1 + (main loss factor / (1 + Mineral Efficiency project level)) * basic mineral requirements

(Base Production Time - (5 / (1 + Productivity Level))) * (1 - 0.05 * Industry Skill Level)

Laboratory Operations

The activities involved in managing a laboratory are similar to those used in operating a factory. However, the individual steps are quite different and deserve a detailed look. The best place to start is the Research Facility window. The screen below is an example of what you might see when you open the research facility window at the station. Please note that in these examples you will be seeing the actions of a member of a corporation. If you are doing research in a laboratory that you rented for yourself, then the procedure is almost identical, except that you do not need to decide which hangar to place materials in and which one to take items from.

On the right side of the window there is a list of all the station's laboratories. There are currently 36 laboratories available at the station. Each of the laboratories has one of the following statuses: Publicly Available, Rented, Rented to your corporation, or Rented to you. Public laboratories are just that, that is, they can be rented by any player. Slots number 22–26 have this status. Slots number 14,16 and 21 are rented and are temporarily unavailable for use. They were rented by another player or corporation. You cannot see which player or corporation rented the hangar, you just see its status. The status of the slots you rent will be as follows: Rented to Character Name, where character name is the name of your character. In our example, slot number 17 is listed as "Rented to Dawnstar", which is our character. Thus, the slot is available for our personal use. Lastly, slots can also be rented by your corporation. In this case, the status of the slots will be Rented to Corporation Name, where Corporation Name is the name of your corporation. The screen shows that slots number 15, 18, 19, 20 and 22 are Rented to Kiroshi Group (this is the name of the corporation we belong to). You may also notice indications that some slots are already in use by your corporation. For example, slot 18 is leased by Kiroshi Group and is temporarily used by the Omen project.

Also, in addition to the list of labs on the right side, there is a large panel on the left and buttons at the top (as well as a close key to close the window). The panel is a list of general information about the various slots, including those that you see and can use. The keys at the top take effect when you select a specific slot.

First, click on the slot. This way you will highlight it. Once you have done this, there are three keys you can use (depending on the activity in the selected slot at the moment).

The "Rent Slot" button is only used if you have selected a Publicly Available lab slot. This allows you to rent a slot in your character's or corporation's name. The first thing you will see when renting a slot is a dialog box asking if you want to rent this slot for the needs of your corporation. This question will only appear if you have factory manager rights and your corporation has an office at the station. If you decide to rent a slot for a corporation, then it will be available to each member of the corporation, but otherwise only for your personal use. However, you will also see another dialog box with information about the rental price. We recommend agreeing to the rental amount, otherwise you will not be able to use the laboratory.

The "Cancel Rent" key only works if you have selected a rented slot. Pressing will cancel the laboratory rental.

The last "Install" button only works if you have selected a laboratory slot rented by you or your corporation. This function is the main one for the Research Facility window, since it is the one that initiates the laboratory master for a slot rented by you or a corporation. One thing to note about the Lab Wizard is that the dialog box is modal, so you won't be able to switch focus to other windows (like in one of the chat channels). All Lab Wizard screens have four keys: Back, OK, Cancel, and Next. Back will take you back to the previous step in the wizard (unless you're on the first step, in which case nothing will happen). The OK key is used to confirm in the final; it has no effect at other stages. The Cancel key works at any step and will interrupt the Lab Wizard by closing its window. Finally, the Next key takes you to the next step of the wizard (unless you're at the last step, in which case it has no function).

The Install key transforms into the Uninstall key if work on the slot has already been started by you or another member of your corporation. If you click on the Uninstall button, this will remove the project from the factory back to the hangar.

Laboratory Master ( The Lab Wizard)

The Lab Wizard includes several steps that you must follow to get started in the lab. The first step is to decide what type of work you will do there. You will see the Manufacture combo box and double arrows on the right. By clicking on the double arrow, you will open a list of all possible actions. These actions are: Manufacture, Copy, Research mineral efficiency, Research productivity time, Duplicate item, Reverse engineer. Currently available are Copy, Research mineral efficiency and Research productivity time. Other actions will allow you to pass the wizard, but at the end you will receive a failure message.

Mineral Efficiency Study ( Research mineral efficiency

By researching mineral efficiency, you reduce production losses in a project. You can see this value in your project in the Loss Factor and Damaged Material items.

For everything except drones, the loss factor is calculated using the following formula:

(0.1 / (1 + ME))

In which ME is the level of mineral efficiency in the project. For drones the following formula is used:

(0.05 / (1 + ME))

In our project, Merlin uses the previous formula or (0.1 / (1 + 5)) , which is roughly equivalent to .0167.

The time you need to complete one ME level is equal to the Miner Level Research Time (specified in the project) * (1 - 0.05 * Metallurgy skill level). Here we can give a little hint. If your project has not yet been researched, then the number of mineral levels to eliminate all design flaws is equal to the highest indicator in the Spoiled Material column (in the project), rounded down (this can also be calculated by multiplying the loss factor -0.1 or 0.05 by the highest high level of basic requirements for minerals).

Productivity Research

The second activity available to you is Productivity Research. Additional levels of Productivity will reduce the production time for your project. We recommend using this study for ammunition and if you have extra lab time and are unsure how best to use it. Thus, the manufacturing time will be reduced by five seconds. This time is significant in the production of ammunition, but in the production of large ships this time is negligible.

The productivity level reduces production time by 5/(1 + PL), where PL is the project's productivity level. The amount of time to conduct one productivity research is equal to Research productivity time * (1 - 0.05 * Research Skill Level).

Copy

By copying you create a duplicate of the selected project. Research mineral efficiency will increase the mineral efficiency level of the project. Research productivity time will increase the productivity level of the project. Having selected the action you want to perform, click the Next button to proceed to the next step of the wizard.

The copy is similar to the original in every way, but with the following restrictions: You may not continue further research with the copy. It is only good for a limited number of production runs (excluding patched copies)

The time it takes to copy a project may vary, depending on the established number of release cycles for licensed products. The copy time specified in the project is the time required to make a copy of the project for half the maximum number of cycles. Thus, it is calculated by the formula: project copying time * 2 * number of licensed product release cycles * (1 - 0.05 * Science skill level) / maximum number of licensed product release cycles.

At this stage, you will need to select an item for installation. First, click on the double arrow to select the hangar in which you want to work on the project. In our case, we go down the list to select the Production hangar in which we store projects. Once you have selected a hangar, the project will be displayed on the screen (see screen below). At this stage, it is important that the hangar with the desired project is in sight. Select the project you want to install (it will be highlighted) and then click on the Next button.

The next window will ask you to select a source hangar. At the moment, it doesn’t matter which hangar you choose, since the currently working options do not require any resources. So, leave the cursor where it is currently located and click on the Next button.

The following window will only appear if you are making one or more copies of your original project. There will be a question about how many production cycles the copies should be designed for. You can specify from 1 to the maximum number of cycles. The maximum number of cycles will be specified in the wizard (and will be specified in the default text box). Usually, players indicate a maximum of cycles. Note: The number of cycles indicated affects the copy production speed. Making a copy that lasts half the maximum number of cycles will take the same amount of time as the copying time specified in the project. Making a copy with the maximum number of cycles will take twice the time it takes to copy the project. Accordingly, smaller quantities will take less time. After specifying the number of cycles, click Next.

The final step is confirmation of all specified data. You will see a general summary. If you are sure that everything is correct, press the OK key to complete the selection (then work in the factory begins). If the selection was made incorrectly, click Cancel and start the selection from the beginning, or use the Back key and make the necessary corrections. The Next key does not work at this step.

Most items in the EVE universe are created by players, so production in the game is important. There are many things that go into manufacturing, from researching in a laboratory and producing your product to selling it. Let's start with the basics: the skills a production character requires to be effective.

Skills

The most basic skill a production character should have is Production Efficiency. After you buy this skill, train it to level 5. Production Efficiency is a one-of-a-kind skill that everyone must have in order to be efficient and competitive in the production of goods and, unlike many other skills, the rewards from reaching level 5 are well worth it. The easiest way to explain why this is so is with an example.

Let's say that you and your competitor have the same projects that are equally well researched (I'll go into "research" in a bit). Your production efficiency is at level 5, but he doesn’t have it. Next, suppose that the project says that 1000 units of material are required for production. You will produce items using as much material as specified in the project, that is, 1000. Your competitor on the other hand will need 1250 units of material (later I will explain what this is all about). This may not seem like a big number, but let's take it a step further down the road and see what happens when you start selling items.

You look at your product and think that the selling price of this product should be 50% more than the cost, which will bring a good income. You set the price at 1500 and start selling it. Your poorly trained competitor is faced with a dilemma. He can also set a price 50% higher than cost, but this will mean that the price of his product will be equal to 1875. Perhaps he will be lucky and sell this product. But on the other hand, most likely not. He will have to lower his price to compete with your price. To become competitive, he needs his product to cost 1500. This means that his profit from the sale will be a paltry 20% of production costs, which is not even close to the benefit you get.

Other skills are of course also important. After Production Efficiency, Mass Production comes in importance. It allows you to manage multiple plants. Simply put, it will allow you to produce more goods. Industry is certainly good, but greater productivity is easier to achieve through mass production. Industry level 5 will increase your productivity by 33%. Mass production level 3 will increase your productivity by 300%, plus it will allow you to have factories in different locations. Give mass production a higher priority in training than Industry, even if it has a second rank, it is still more profitable to train than Industry, despite the time costs.

Then there are Science skills. They are much less important than Production skills. Why? Anyone with Science level 1 can run a laboratory. At 20,000 ISK, Science is a very inexpensive skill and players just need access to projects to research. Use your labs to your advantage. Everyone in your corporation you trust should have the Science skill and be researching something - lab rent is the only real cost. The Science skills (science, metallurgy, and research) merely reduce the time spent on research. While this is useful if you need to do a lot of research or need to research something quickly, the reality is that it is much more profitable to pay 20k while having another player doing research as well. Although if you have a character with strong Science skills, make sure he/she also has Lab Operations. After that, if you are given a bonus, use it as much as possible. Control of Lab Operations is very important for both small corporations and private individuals - it increases the efficiency of a limited number of players.

Selecting your first project

Once you have mastered the skills required to make things, you need to make choices and decide what you will make. Basically, making things has two purposes:

Making things for personal use (by yourself or a corporation)
Making things to sell
If you decide to make things for yourself or your corporation, then you need to focus on those things that you know you will make quite often. Ammunition fits perfectly into this category. It's also worth purchasing some equipment and perhaps ships - if you use a lot of different equipment. As for corporations, it is worth introducing into the project things that participants use constantly.

Keep in mind that many players are into crafting and you must make the right choices to make a profit.

When it comes to selling, the abundance of information available in the market will help you make an informed decision. Hiding on the trading screen provides information about the price history of everything that can be bought in the market. If you open the market and select a specific item, you will see a map of the area on the supply and demand screen. Players often use the market for these purposes. However, there is also much more information here for the resourceful player planning to build his own trading empire.

In particular, this applies to the history icon. By clicking on it, you can see how well a given item sold over a certain period of time. By customizing the combo box on the left side, you can see how well an item sold in a specific location or an entire region. You'll also see how many items are sold each day, as well as the prices - high, low and average. Although the data may seem dry, this is invaluable information that will help you decide what exactly you will sell.

Projects (Blueprints)

Projects are the basis for making things, so we'll take a closer look at the information they contain. Once a project is in the cargo bay, you can get detailed information about it by right-clicking. Here is a screenshot of the Antimatter hybrid charge project. One thing to note is that project statistics do not take into account the skills you have or don't have. But the research carried out is taken into account.

Manufacturing Time (Production Cycle): The time in seconds required to produce one batch.

Mineral Level (Mineral Level or ME): The mineral level shows how many times the project (blue print) has been tested for minerals.

Wastage Factor (Loss Factor): This metric is inaccurate in many ways. There are actually two types of waste associated with making things. The first type of loss can be called losses due to incompetence. It depends on the level of the Production Efficiency skill. This value is related to another, which can be called production losses. They depend on the project's mineral efficiency level and require an additional amount of each type of mineral to the overall "mineral" cost of producing the item for the project. For everything except drones, the overall loss factor is calculated using the following formula:

(1 / (1 + ME))

Where ME is the level of mineral efficiency of the project. For drones the following formula is used:

(0.05 / (1 + ME))

Research Mineral Time (Research time for minerals): This is the time in seconds that a player with zero Metallurgy level needs to increase the level of the project's minerals by 1. Typically, for ammunition and drones it is 2400, for equipment - 12000, for frigates - 120000, 240000 - for industrials and cruisers, 360,000 for battleships.

Research Copy Time (Research Time): This is the time in seconds that it takes for a zero Science level player to create a copy of the project with half the production cycles “crammed” into the original project. Typically, for ammunition and drones it is 2400, for equipment - 12000, for frigates - 120000, 240000 for industrials and cruisers, and 360000 for battleships.

Produces: This is the name of the thing that will result if you take the design to the factory and are able to manufacture the thing.

Copy (Copy): Indicates whether the project is a copy or original. Thanks to this, you can distinguish copies from originals. When purchasing a project (blue print) from someone, be sure to check it in the info. This way you will know for sure that it is not a copy.

Research Productivity time (productivity research time): This is the time in seconds that a player with zero Research level needs to increase the Productivity level of the project by 1. Typically, for ammo and drones it is 2400, for equipment - 1200, for frigates - 2400 , 120,000 - for industrials and cruisers, as well as 240,000 for battleships.

Productivity level ( Productivity Level ): The productivity level shows how many times the project has been subjected to productivity studies.

Licensed Production Runs Remaining(Remaining cycles of licensed products): When copying a project, you need to consider how many production cycles the project will have. The more cycles you specify, the longer it takes to produce. Each cycle allows the factory to produce one batch of goods. Typically, the maximum number of cycles for ammunition and drones is 1500, ammunition - 300, frigates - 30, industrials and cruisers - 15, battleships - 10. You may have noticed that some projects have this value set to unlimited (as a result of a previously issued patch, who gave this opportunity). This means the following: you can use the copied project an unlimited number of times without any problems.

Production Batch Size (Item Batch Size): This is the number of items you will receive in one production cycle at the factory. For ammunition, this quantity is 100 copies. For rockets and light missiles - 10. In all other cases, you get 1 item in each batch.

Required Ingredient - Required Components (Batch): Shows how many units of certain materials you need in order to make one batch. You will have one entry for each type of mineral needed to craft an item. This metric takes into account production losses resulting from low ME, but does not account for incompetence resulting from low Production Efficiency skill level.

Wasted Ingredient (Per Batch) - Spoiled Material (for a batch): This is a certain number of units of each type of minerals that you additionally need for production losses. You will have one entry for each type of mineral needed to craft an item. Ideally, this amount is less than 1 for each mineral. This number is derived from the base amount of minerals (not shown in the project).

The base amount of each mineral required to make something is a valuable statistic, although not specified in the design. We call this the basic mineral requirement. This can be calculated by taking the required materials and subtracting the number of spoiled minerals for each mineral (tip: if you haven't started researching mineral levels yet, keep in mind that for most things the base mineral requirement is equal to the number of spoiled minerals times the number of spoiled minerals by ten, and for drones - by twenty). The basic mineral requirements are the starting point from which all other crafting data is calculated. It’s worth starting with them to determine how much you will get after recycling the item.

Factory work foreman ( The Factory Wizard)

When you start working with the factory master using the install button, the first step is to select a hangar for production. This hangar contains the project you want to put into production and can be your personal hangar or owned by a corporation.

Click on the double arrows to select a hangar from the list that appears. The hangar with the required project must be within sight. Once you select a hangar, you will see a list of all available projects in the hangar. Click on the project you want to run, select it and then click on the next button.

If you selected a project from your corporation's hangar, you will be asked to select a hangar in which you will need to place the materials. Click on the double arrows and select the hangar from the list that appears. Keep in mind that you must have access to use the items in this hangar. Having selected the hangar, press the next key.

Now, you will be asked to select the hangar from which you want to receive the finished product. It is in this hangar that the finished product will appear (indicated in the project in the “Produces” column). You must have open access to this hangar. So, select the hangar using the context menu and press the next key.

Now you will need to indicate how many batches of the product you want to receive. At this stage, it is important to understand the difference between batches and the number of items you receive in the end. A batch is one cycle of a project. This number may not coincide with the number of items in the end. Some projects produce more than one item per cycle (for example, ammunition). The project item "Production Batch Size" will indicate how many items you will receive in one batch. For example, the batch size of Phased Plasma M products is 100. So if I want 2000 of this ammo, I need to make 20 batches. You can set the number of parts you want using the keyboard or the + and - keys on the right side. Having specified the required number of batches, click on the next button.

The last window will show the summary of your actions. This is the last window and production will start as soon as you press ok, so make sure everything is correct. The production work will begin as soon as you click ok and the factory wizard closes.

When working with a factory, you need to consider the amount of minerals consumed and the time it takes to make a batch. First, we will show simple formulas using data already obtained in the project. Next, we'll demonstrate complete formulas that take into account the research for the project (and allow you to check various data if necessary).

The amount of consumable materials for each batch is equal to:

(1.25 - 0.05 * Production Efficiency Skill level) required materials

Time to complete each batch:

Production cycle * (1 - 0.05 *Industry Skill level)

Complete formulas taking into account all factors:

(1.25 - 0.05 * Production Efficiency skill level) * (1 + (main loss factor / (1 + Mineral Efficiency project level)) * basic mineral requirements

(Base Production Time - (5 / (1 + Productivity Level))) * (1 - 0.05 * Industry Skill Level)

Laboratory Operations

The activities involved in managing a laboratory are similar to those used in operating a factory. However, the individual steps are quite different and deserve a detailed look. The best place to start is the Research Facility window. The screen below is an example of what you might see when you open the research facility window at the station. Please note that in these examples you will be seeing the actions of a member of a corporation. If you are doing research in a laboratory that you rented for yourself, then the procedure is almost identical, except that you do not need to decide which hangar to place materials in and which one to take items from.

On the right side of the window there is a list of all the station's laboratories. There are currently 36 laboratories available at the station. Each of the laboratories has one of the following statuses: Publicly Available, Rented, Rented to your corporation, or Rented to you. Public laboratories are just that, that is, they can be rented by any player. Slots number 22–26 have this status. Slots number 14,16 and 21 are rented and are temporarily unavailable for use. They were rented by another player or corporation. You cannot see which player or corporation rented the hangar, you just see its status. The status of the slots you rent will be as follows: Rented to Character Name, where character name is the name of your character. In our example, slot number 17 is listed as "Rented to Dawnstar", which is our character. Thus, the slot is available for our personal use. Lastly, slots can also be rented by your corporation. In this case, the status of the slots will be Rented to Corporation Name, where Corporation Name is the name of your corporation. The screen shows that slots number 15, 18, 19, 20 and 22 are Rented to Kiroshi Group (this is the name of the corporation we belong to). You may also notice indications that some slots are already in use by your corporation. For example, slot 18 is leased by Kiroshi Group and is temporarily used by the Omen project.

Also, in addition to the list of labs on the right side, there is a large panel on the left and buttons at the top (as well as a close key to close the window). The panel is a list of general information about the various slots, including those that you see and can use. The keys at the top take effect when you select a specific slot.

First, click on the slot. This way you will highlight it. Once you have done this, there are three keys you can use (depending on the activity in the selected slot at the moment).

The "Rent Slot" button is only used if you have selected a Publicly Available lab slot. This allows you to rent a slot in your character's or corporation's name. The first thing you will see when renting a slot is a dialog box asking if you want to rent this slot for the needs of your corporation. This question will only appear if you have factory manager rights and your corporation has an office at the station. If you decide to rent a slot for a corporation, then it will be available to each member of the corporation, but otherwise only for your personal use. However, you will also see another dialog box with information about the rental price. We recommend agreeing to the rental amount, otherwise you will not be able to use the laboratory.

The "Cancel Rent" key only works if you have selected a rented slot. Pressing will cancel the laboratory rental.

The last "Install" button only works if you have selected a laboratory slot rented by you or your corporation. This function is the main one for the Research Facility window, since it is the one that initiates the laboratory master for a slot rented by you or a corporation. One thing to note about the Lab Wizard is that the dialog box is modal, so you won't be able to switch focus to other windows (like in one of the chat channels). All Lab Wizard screens have four keys: Back, OK, Cancel, and Next. Back will take you back to the previous step in the wizard (unless you're on the first step, in which case nothing will happen). The OK key is used to confirm in the final; it has no effect at other stages. The Cancel key works at any step and will interrupt the Lab Wizard by closing its window. Finally, the Next key takes you to the next step of the wizard (unless you're at the last step, in which case it has no function).

The Install key transforms into the Uninstall key if work on the slot has already been started by you or another member of your corporation. If you click on the Uninstall button, this will remove the project from the factory back to the hangar.

Laboratory Master ( The Lab Wizard)

The Lab Wizard includes several steps that you must follow to get started in the lab. The first step is to decide what type of work you will do there. You will see the Manufacture combo box and double arrows on the right. By clicking on the double arrow, you will open a list of all possible actions. These actions are: Manufacture, Copy, Research mineral efficiency, Research productivity time, Duplicate item, Reverse engineer. Currently available are Copy, Research mineral efficiency and Research productivity time. Other actions will allow you to pass the wizard, but at the end you will receive a failure message.

Mineral Efficiency Study ( Research mineral efficiency

By researching mineral efficiency, you reduce production losses in a project. You can see this value in your project in the Loss Factor and Damaged Material items.

For everything except drones, the loss factor is calculated using the following formula:

(0.1 / (1 + ME))

In which ME is the level of mineral efficiency in the project. For drones the following formula is used:

(0.05 / (1 + ME))

In our project, Merlin uses the previous formula or (0.1 / (1 + 5)) , which is roughly equivalent to .0167.

The time you need to complete one ME level is equal to the Miner Level Research Time (specified in the project) * (1 - 0.05 * Metallurgy skill level). Here we can give a little hint. If your project has not yet been researched, then the number of mineral levels to eliminate all design flaws is equal to the highest indicator in the Spoiled Material column (in the project), rounded down (this can also be calculated by multiplying the loss factor -0.1 or 0.05 by the highest high level of basic requirements for minerals).

Productivity Research

The second activity available to you is Productivity Research. Additional levels of Productivity will reduce the production time for your project. We recommend using this study for ammunition and if you have extra lab time and are unsure how best to use it. Thus, the manufacturing time will be reduced by five seconds. This time is significant in the production of ammunition, but in the production of large ships this time is negligible.

The productivity level reduces production time by 5/(1 + PL), where PL is the project's productivity level. The amount of time to conduct one productivity research is equal to Research productivity time * (1 - 0.05 * Research Skill Level).

Copy

By copying you create a duplicate of the selected project. Research mineral efficiency will increase the mineral efficiency level of the project. Research productivity time will increase the productivity level of the project. Having selected the action you want to perform, click the Next button to proceed to the next step of the wizard.

The copy is similar to the original in every way, but with the following restrictions: You may not continue further research with the copy. It is only good for a limited number of production runs (excluding patched copies)

The time it takes to copy a project may vary, depending on the established number of release cycles for licensed products. The copy time specified in the project is the time required to make a copy of the project for half the maximum number of cycles. Thus, it is calculated by the formula: project copying time * 2 * number of licensed product release cycles * (1 - 0.05 * Science skill level) / maximum number of licensed product release cycles.

At this stage, you will need to select an item for installation. First, click on the double arrow to select the hangar in which you want to work on the project. In our case, we go down the list to select the Production hangar in which we store projects. Once you have selected a hangar, the project will be displayed on the screen (see screen below). At this stage, it is important that the hangar with the desired project is in sight. Select the project you want to install (it will be highlighted) and then click on the Next button.

The next window will ask you to select a source hangar. At the moment, it doesn’t matter which hangar you choose, since the currently working options do not require any resources. So, leave the cursor where it is currently located and click on the Next button.

The following window will only appear if you are making one or more copies of your original project. There will be a question about how many production cycles the copies should be designed for. You can specify from 1 to the maximum number of cycles. The maximum number of cycles will be specified in the wizard (and will be specified in the default text box). Usually, players indicate a maximum of cycles. Note: The number of cycles indicated affects the copy production speed. Making a copy that lasts half the maximum number of cycles will take the same amount of time as the copying time specified in the project. Making a copy with the maximum number of cycles will take twice the time it takes to copy the project. Accordingly, smaller quantities will take less time. After specifying the number of cycles, click Next.

The final step is confirmation of all specified data. You will see a general summary. If you are sure that everything is correct, press the OK key to complete the selection (then work in the factory begins). If the selection was made incorrectly, click Cancel and start the selection from the beginning, or use the Back key and make the necessary corrections. The Next key does not work at this step.