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Almost everything in the game (ships, modules, ammunition, stations, implants) can be crafted independently using blueprints and the required resources. The guide below will cover production in Alpha, but it relates to Omega income because once you've acquired Omega, you can relatively easily produce goods (without the Alpha clone tax), upgrade all blueprints (rigs and citadels, not standard ones), and easily sell goods in trade hubs (5% tax, unlike Alpha, where the tax on placing an order with NPCs at a station is 10%).
Industry in the game is primarily an AFK income, as you need to spend time upgrading a blueprint to its maximum (or buying an already upgraded one), procure and deliver the necessary materials, wait for production to complete, and, after placing an order for the goods to be sold, wait for them to be sold. Accordingly, it's convenient to engage in production as a supplemental source of income while AFK, but not as a primary source. We'll cover topics such as the production of ships, ammunition, and ship modifiers (rigs).
Earnings from organizing production
Costs: 2kk-1kkk
Benefit: Omega days unknown.
Is it unprofitable to craft something yourself in the game?
Not exactly, but generally yes. In EVE, it's not profitable to craft something from a blueprint for subsequent sale, since the sales tax on ships usually eats up all your earnings, or you end up breaking even or losing money by crafting a ship in Alpha. On Omega, however, there will be minimal gains due to the lack of an Alpha clone tax in industry. Crafting is fine for yourself, but not for sale. Practically, most modules are also unprofitable at T1 due to minimal profit, long sales times, or their lengthy production. Sometimes it seems like the developers added industry to the game not to make money from it, but simply to give players something extra to do.
So what's the point? Is it really such a useless endeavor? Let's calculate the costs and benefits of producing a Gallente cruiser, the Vexor:
Vexor - 1 unit. Sells throughout the galaxy for 11,000,000 ISK. Buys for 12,340,000.00 ISK.
Production costs for crafting a copy of the 10/20 max-leveled blueprint (130,000 ISK) for 1 run, on a Raitaru without modifiers. Production Time - 2 hours 30 minutes:
(Resource Name - Quantity - Galactic Price - ISK Cost)
Tritanium - 616,000 - 6.21 = 3,825,360
Pyerite - 132,000 - 4.50 = 594,000
Mexallon - 40,700 - 65.00 = 2,645,500
Isogen - 10,010 - 47.97 = 480,180
Nocxium - 2,861 - 830.00 = 2,374,630 Zydrine - 1,299 -
1,299.00 = 1,687,401
Megacyte - 353 - 450.00 = 158,850
Total: 11,765,921 ISK + time spent transporting the minerals to the production site by Kryos.
Project cost: 318,955 ISK (160k Alpha clone tax + 4k factory tax at 3%).
So, as you can see, we can make a Vexor on Alpha for 12,000,000 ISK; on Omega, it costs almost the same, meaning the savings are -1,000,000 ISK. Simply put, it's cheaper to buy a ready-made ship than to build it yourself /0\. But don't despair, let's see how much it can sell for on Dodixie:
If we place a sell order for a Vexor in the Dodixie trade hub at 14,000,000, then, minus the -10% alpha tax, we'll receive 1,600,000 ISK profit \0/ from a seemingly hopeless product. In other words, we spent time purchasing a copy of the blueprint, transporting the required minerals, manufacturing the product, and selling it, and earned 1,600,000 ISK in 6-10 hours at best.
How can we increase our earnings?
Firstly, earnings depend on the price at which you purchased the resources for your production project. So, the cheaper you bought the resources, the more you earned. Secondly, to avoid traveling and collecting resources purchased at a low price, minerals, or resources, you can try buying them with an order within a 3-hypergate radius, as discussed in the guide on making money through trading , depending on how close low-sec storage is to the order placement location.
Third, a single character can run up to four industrial projects simultaneously on Alpha. Three characters on a single account equals 12 production projects, increasing earnings by the same amount. And on Omega, with the right skills, you can run up to 30 projects simultaneously from three multipliers. The same applies to blueprints: three on Alpha and up to 30 on Omega (modifying, copying, and creating T2 blueprints from T1 copies).
This means you can craft 12-30 Vexors simultaneously, multiplying your 1.6kk by the same amount, which is already a decent return on investment. The same applies to other production projects based on blueprints.
Generally, industry is AFK. No?
It depends on the time it takes to complete a project based on a blueprint. Ships are generally quick to craft, as are rigs (ship modifiers). But producing sufficient quantities of ammo or modules will take time. For example, if you decide to start producing ammunition. Let's calculate the profit for Phased Plasma M, which is popular with Matar ships, and the daily turnover is approximately 1 million ISK:
Phased Plasma M - 500,000 units. Sells throughout the galaxy for 43.17 (21,585,000). Buys for 42.07 (21,035,000).
Industrial costs for production using the original 10/20 max-leveled blueprint (5 million ISK in the contract database) are 5,000 runs, on Raitaru without modifiers. Production time - 19 days:
(Resource name - Quantity - Galactic price - Cost in ISK)
Tritanium - 2,975,940 - 6.21 = 18,480,588
Pyerite - 160,380 - 4.50 = 721,710
Mexallon - 17,820 - 65.00 = 1,158,300
Isogen - 62,370 - 47.97 = 2,991,889
Project cost: 783,409 ISK (400k alpha clone tax + 12k factory tax at 3%).
Total: 23,352,487 ISK + time spent transporting minerals to the production site by the Kryos ship.
The price of a cartridge after production (excluding the cost of purchasing the original 10/20 cartridge): 48-49 ISK. But Dodixie saves us again with its high prices:
So, after placing a sell order, as in the previous example, we get roughly the same amount—1,500,000 ISK at best—but in 19 days. With this setup, it's easier to buy ammo where it sells for 43.17, bring it to Gallentia, and sell it for 55. This would even generate more and faster profits than manufacturing. As you can see, profit in industry depends heavily on how cheaply you can obtain minerals to at least break even.
CCP makes money when your ship gets blown up, or when you blow up your opponent's ship. Afterward, you'll be in the game every day to recoup your losses or pay CCP money. That's why wars, conflicts, and creepers on warpgates are necessary. You can beat the game if you don't lose your ISK.
This price difference is most likely explained by the fact that someone can obtain/dig up/process minerals at a price 30-50% lower than the market price, and also manufacture goods in factories, where material costs (high-security, low-security, null-security), appropriate modifiers, and the construction itself are reduced by approximately 3-7%. This allows you to achieve a significant profit compared to trying to produce something in the high-security sector on an alpha account. However, there are cases where 10kk of tritanium sells for 4 instead of 6, for example; you need to monitor the market. Also, some orders don't show up on evemarketer.com , although they actually exist.
What about modifiers (rigs)?
Ship modifiers, unlike drones, ammunition, and modules, have several advantages:
- they cannot be removed from the ship once installed.
- they are lightweight.
- the components for production are lightweight.
- they are quickly produced in sufficient quantities.
- high market price.
- available for production by an alpha account.
The last example we'll look at today is earning money by producing modifiers. This will require Omega status or investment, as upgrading a rig blueprint to 10/20 requires Omega status. If you do this on an alpha account, you'll have to buy blueprints already upgraded by others through the contracts database. So:
Small Auxiliary Nano Pump I - 100 pcs. Sells across the galaxy for 587,000 (58,700,000). Buys for 470,000 (47,000,000).
Industrial costs for production using the original 10/0 blueprint are 100 runs, on a Raitaru without modifiers. Production time - 1 day 5 hours:
(Resource name - Quantity - Galactic price - Cost in ISK)
Fried Interface Circuit - 357 - 2,006 = 716,142
Armor Plates - 357 - 34,260 = 12,230,820
Contaminated Nanite Compound - 268 - 112,500 = 30,150,000
Amount = 43,096,962
Project cost: 798,000 ISK (400k alpha clone tax + 12k factory tax at 3%).
Total: 43,900,000 ISK + time spent transporting the components to the production site by the Sunesis ship.
As you can see, surprisingly, we ended up in the black! And quite a bit, too, given the price of our product is 44kk, and the minimum price of our competitors is 58.7kk. And what will beloved Dodixie say:
He says someone is currently selling rigs for 660,000 (the turnover of this type of modifier according to Sinq Laison is approximately 50 per day). So, if it's alpha:
66kk - 10% tax = 59.4kk - 44kk = 15kk in 2 days AFK!
This doesn't take into account that you can buy components not at market prices but with an order, at even lower prices, as mentioned in the trading guide . Multiply this number by 12 production lines, and you get a decent amount of ISK over such a period of time, which is something ships and ammunition can't offer.
Pitfalls of trading
But don't think it's that simple. When you put a finished product up for sale, you'll immediately start getting outbid, especially in trade hubs. And by changing the order price you're selling at to a lower price than your competitors at NPC stations, you'll have to pay a hefty tax, which eats up all your production profits. How should we handle this situation?
We can solve this problem by basing the price not on current market orders, but on the amount of ISK spent in the industry. So, if it costs 44,000 to produce 100 Small Auxiliary Nano Pump I units, a markup of approximately 20-30% is appropriate, with 10% being the order placement fee (5% for Omega) and the rest being profit. Accordingly, we can earn 4-9,000 by selling our rigs at 572,000 (a 30% markup), which is even lower than the current price across the galaxy.
This way, we won't be able to buy up your entire order at the minimum price and then resell the rigs at 660,000. And outbidding them would be pointless, as the competitor's profit would drop. In general, it's a good idea to combat high prices and local market collapses. If anyone's interested, price goods 10-20% above the galaxy-wide market price, so buying them up is unprofitable, and outbidding them isn't profitable either, as you won't earn anything worthwhile. But that's just theory; it needs testing.
Which rigs are profitable to make with a good turnover per day (many are bought per day):
Name - Approximate production costs for 100 pcs.
Large Auxiliary Nano Pump I - 1.1kKK
Large EM Armor Reinforcer I 770kK
Large Explosive Armor Reinforcer I - 770kK
Large Kinetic Armor Reinforcer I - 770kK
Large Nanobot Accelerator I - 1.1kKK
Large Remote Repair Augmentor I - 1.1kKK
Large Thermal Armor Reinforcer I - 768kK
Large Transverse Bulkhead I - 1.35kKK
Large Trimark Armor Pump I - 905kK
Medium Core Defense Field Purger I - 130kK
Medium EM Shield Reinforcer I - 5kK
Medium Ice Harvester Accelerator I - 28kK
Medium Thermal Shield Reinforcer I - 5kK
Medium Processor Overclocking Unit I - 8kk
Medium Nanobot Accelerator I - 187kk
Medium Hyperspatial Velocity Optimizer I - 87kk
Medium Drone Mining Augmentor I - 107kk
Medium Core Defense Field Extender I - 113kk
Medium Core Defense Capacitor Safeguard I - 3kk
Medium Cargohold Optimization I - 20kk
Medium Capacitor Control Circuit I - 60kk
Medium Auxiliary Nano Pump I - 187kk
Small EM Shield Reinforcer I - 1kk
Small Emission Scope Sharpener I - 3kk
Small Explosive Armor Reinforcer I - 34kk
Small Processor Overclocking Unit I - 2kk
Small Semiconductor Memory Cell I - 29kk
Small Thermal Shield Reinforcer I - 1kk
Small Energy Locus Coordinator I - 3kk
Small Gravity Capacitor Upgrade I - 1kk
Small Hyperspatial Velocity Optimizer I - 16kk
Small Ionic Field Projector I - 12kk
Small Trimark Armor Pump I - 30kk
Small Transverse Bulkhead I - 43kk
Small Targeting System Subcontroller I - 12kk
Small Polycarbon Engine Housing I - 4kk
Small Core Defense Field Purger I - 22kk
Small Core Defense Field Extender I - 22kk
Small Capacitor Control Circuit I - 11kk
Small Auxiliary Nano Pump I - 43kk
Small Ancillary Current Router I - 38kk
That's all, if you have any questions about the tutorial, write in the comments. Crab to all 0/
Omega status speedrun series on an alpha account:
- Mining on Venture
- Scanning anomalies in the WH
- Level 3 agent missions
- Searching for expeditions in green areas
- Trading ore and goods
- Other activities
Omega status speedrun series on an omega account:
- Resource extraction
- Planetary production
- Industry (factories, blueprints)
- Omega. Processing of raw materials
- Omega. Additionally



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