Industry For Dummies

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There are many facets to industry in Eve, from the more obvious production of ship hulls to the far more obscure Drug Manufacturing and every mind-bending mechanic in between. This guide aims to introduce a new player to the fundamentals of industry in eve and hopefully lay an adequate foundation on which a prosperous career can be built.

Skills that affect Basic Industry


Before you go ahead and invest 80% of your capital into something that you just found out about, you need to do your research. It cannot be stressed enough that there are many, many ways in which you can lose a lot of Isk in a very short period of time, and this is especially easy to do if you don’t know everything about the market you are attempting to breach. Consider every possible thing that could go wrong, and both find a way of minimizing the risk that it does go wrong and make a contingency plan for when it inevitably does anyway.

Things you need to consider


Since the primary goal of industry is to make money, you need to consider the cost of everything you will be doing to both set up and propagate your industrial empire and keep it running smoothly. It is strongly advised that you do every calculation necessary to find out how much it will put you out of pocket to perform every step of your proposed plan. Keep in mind that cost in time is just as important as isk cost, since the amount of money you can make is often bottle-necked by production time. The major costs include, but are not limited to:

  • Cost of purchasing and researching blueprints, both in money and time
  • Cost of sourcing materials
  • Cost of putting your product on the market after you’ve built it
  • Cost of moving goods around New Eden


One of biggest dangers in industry is investing in an unpredictable situation without contingencies. There are many ways that a situation can be volatile, but it is worth noting that the largest profit margins can be made in the most difficult situations.

  • You need to ‘’’know’’’ that the station or engineering complex where you are performing your blueprint research will be available to you for the entire duration of the research. It is a terrible feeling having to cancel a 30 day job with only 5 days remaining because PL decided that you didn’t deserve that raitaru.
  • You need to be confident that all of the goods you produce will be sold within a relatively short time period. Putting 300 units of an item on the market that only sells about 10-20 each week on average will result in all that isk being locked up for months.
  • Is the value of the items you’re producing stable? If the items you are producing crash in price while you are in the process of making them, you are likely to make a considerable loss.
  • If you are using a jump freighter to transport goods, are all midpoints secure such that you will be able to cope if a citadel gets reinforced and have time to evacuate everything if necessary


Ensuring a smooth production line often requires the movement of large bulky quantities of goods throughout the galaxy. You want to try and make this cost as little as possible while keeping the risk to yourself at a minimum.

  • If you are buying materials from a major trade hub (and this is probably the case) then using public hauling contracts is a completely risk free method of moving items since the hauler will just pay you collateral if it gets ganked.
  • Hauling items yourself is also viable, and not limited to High-sec, but you put all the risk on your own wallet

Consult the hauling page for more advice on transporting goods.

How to Plan

Figure 1 : When Charlie chooses to import uncompressed ore in his Naglfar

As much as everyone tries to avoid it, the best way to plan your industrial campaign is with spreadsheets. You will grow to love them, I promise. Google Docs is highly recommended, since it allows you to relatively easily pull data from the eve API to get real time information on the value of an item. It also allows you to share and collaborate with other people easily if you end up working with someone else on a joint venture (although don’t be too hasty about making propositions to someone you aren’t completely sure you can trust). The easiest way to plan is to make a flowchart of all the steps required to produce the end product and go through it from start to finish putting all the costs and liabilities into your spreadsheet. If your plan turns out to be unprofitable then either there is some way you could be improving your plan or you got unlucky and chose to produce an item that is unprofitable.

How to choose what to build

Ah, the eternal conundrum. There is no absolute solution to this problem, although you will generally be limited by your personal situation due to a few factors.

Money: You need to have enough liquid isk to be able to freely invest in your business of choice - a player who has a couple of hundred million to spend has absolutely no business thinking about capital and big ship construction. Instead you should be thinking about cheaper, more manageable items that although, yes, they do have a lower potential profit, they will be a far more reliable income.

Skill Points: In Eve, you will always be limited in what you can do based on how many skill points you have and how you have invested in them. A new character is unlikely to have the skills necessary to facilitate Tech 2 Production, so you should generally stay away from those. Choose an item that you have adequate skills to build or can train into within a reasonable time period.

Infrastructure: Some items might require you to have certain infrastructure available to build them. For example, capital ships cannot be built in the medium sized citadels and engineering complexes and the production of super capitals requires you to own sovereignty. Having access to a citadel that has rigs bonuses in the specific item you are trying to build can also be helpful, but this is not something that should have a huge effect on your decision making process.

Item type Approximate Unit Cost (Millions)* Skill Intensity Infrastructure Requirements
Ship Hulls (Tech 1) 0.5 - 200 Low None
Ship Hulls (Faction) 12 - 700 Low Need to purchase blueprint copies
Ship Hulls (Tech 2) 20 - 7000 High None (Research facilities recommended)
Ship Hulls (Tech 3) 30 - 150 Very High None (Reaction Control Tower recommended)
Ship Hulls (Capitals) 1000 - 3000 Medium Can’t be built in Raitaru/Astrahus (Azbel/Sotiyo/POS Recommended)
Ship Hulls (Supercapitals) 13500 - 55000 Medium Own SovNull; Sotiyo/Keepstar/POS
Modules (Tech 1) 0.1 - 70 Low None
Modules (Tech 2) 0.5 - 130 Medium None (Research facilities recommended)
Rigs (Tech 1) 0.5 - 100 Low None
Rigs (Tech 2) 2 - 500 Medium - High None (Research facilities recommended)
Tech 3 Cruiser Subsystems 14 - 35 High None
Drugs Varies Medium - High None
Structures 120 - Priceless Medium - High None
Structure Rigs 300 - Priceless High None
Drones (Tech 1) 0.01 - 0.1 Low None
Drones (Tech 2) 0.3 - 2 Medium None (Research facilities recommended)
Ammunition (Tech 1) 0 - 1 Low None
Ammunition (Tech 2) 0 - 1 Medium None (Research facilities recommended)
  • Build Costs are accurate as of 02/2017

The Industry Window

To open the industry window, click on the factory imageIndustry Button.png, on the sidebar or in the business tab of the neocom menu. It can also be accessed by pressing ‘alt-S’ by default. Once open, you will see a panel much like this: Industry Window.png

The industry window is fairly self explanatory, but if you weren’t paying attention during the tutorial then here’s a run down:

1.The Cog:
Most windows in eve have a menu to change how information is displayed. In this case, it doesn’t have a vast array of options but it is worth noting.
2.The Blueprint Tab:
Here you can see all the blueprints you own and can sort by various variables. You can see how researched each blueprint is, the number of runs remaining, the potential jobs available to you for that blueprint and the items location. Any dimmed blueprints are currently in use.
3.The Facilities Tab:
This tab allows you to see any nearby industrial facilities and the infrastructure they have available. For each station or citadel, you can see the security status, tax rate, owner and distance from you. You also see a depiction of what services you can perform there and how much it will costIndyStationIcons.png. This station has all services available, but has bonuses to material efficiency research, time efficiency research and blueprint copying speed. The red marker shows the cost index for that process, such that the more a block is filled red, the higher the cost of performing that process is.
4.The Jobs Tab:
Here you can see any jobs you currently have in progress and the time remaining on them. Any finished jobs will also be visible here and you can click ‘Deliver’ to send it to its output hangar. You can cancel jobs here by clicking on the job and clicking ‘stop’ on the right.

5.The Manufacturing Interface:

After clicking on a blueprint to install it you will see something like below.
Manufacturing Interface.png
A. This section lists the various materials required to build the item. Any items you don’t currently have in the correct quantity appear in red and items you do have appear in blue. The items are sorted by category based on their origin within the game. The number of items required is affected by the material efficiency research of the blueprint. This is always rounded up, so more jobs will reduce the amount of items you need to use.
B. Each circle can be hovered over to give a summary of the items and a rough estimates of their cost. As with all in-game valuations, these are not generally accurate so should not be taken at face value, treat them only as estimates.
C. Here you can choose the number of runs you want to make of that blueprint. Hovering over the book below will show the skills required to perform this process.
D. This gives the job duration and job cost. The job cost is affected by the system cost index (the red bars mentioned in 3.) and the tax rate in the station/citadel. The job duration is affected by your skills pertaining to that item and by the time efficiency research of the blueprint. When you have all the items and skills the button to start production will turn blue and become clickable. You can choose the container in which the item will be placed once the job is finished, bearing in mind that the container has to have enough free space for the item in question.
6. The Material Efficiency Research Interface
Material Research Interface.png
The material efficiency research tab allows you to perform a job that will reduce the amount of resources required to manufacture the item. This research can only be performed on blueprint originals. A total of 10 runs can be made on each blueprint original, each reducing the cost in materials by 1% up to a maximum of 10% after the final run. Each run will take exponentially more time to complete and will cost more each time (although the cost is never exorbitant). It is recommended that you do a reasonable amount of material research before using a BPO for copying/production since a 10% reduction in material cost is a significant increase in profit margins.
7. The Time Efficiency Research Interface
The time efficiency research tab allows you to perform a job that will reduce the duration of any manufacturing jobs performed using this blueprint. This research can only be performed on blueprint originals. A total of 10 runs can be made on each blueprint original, each reducing the duration by 2% up to a maximum of 20% after the final run. Each run will take exponentially more time to complete and will cost more each time (although the cost is never exorbitant). It is not always necessary to perform time research, especially for items that you will not run very often (such as capitals), but it is recommended that perform some for blueprints that you will be using regularly.
8. The Copying Interface
The copying mechanic allows you to produce, unsurprisingly, a copy of a blueprint original. This copy will have limited runs as opposed to the infinite runs available on an original. A blueprint copy is very useful for producing a large quantity of an item since it allows you to have multiple jobs running at once all producing that same item even if you only have a single original. The interface gives you the choice of how many blueprints you want to print and the number of runs that will be available on each one.
9. The Invention Interface
Invention is quite a hefty topic and is only used in the manufacturing of tech 2 items, hence it has been given it's own article.