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Aluka 7th
Viziam Amarr Empire
11
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Posted - 2012.04.19 14:31:00 -
[1] - Quote
REQUIRED SKILLS
Minimum to produce Industry 3 Mass production 4 Production efficiency 4 Supply chain management 2 Minimum to sell the product Trade 4 Accounting 3 Broker relations 3 Daytrading 3 Marketing 3 Margin trading 3 Visibility 2 Procurement 3
Recommended to produce Industry 5 Mass production 5 Advanced mass production 4 Production efficiency 5 Supply chain management 4 Recommended to sell the product Accounting 4 Broker relations 4 Daytrading 4 Marketing 4 Margin trading 4 Visibility 3 Procurement 4 (for extra buy/sell order slots, stop when you have enough) Trade 4->5 Retail 1->5 Wholesale 1->5 Tycoon 1->4
LOCATION As you can read in yearly economic report, these are the trade hubs of EVE (which means you can push high volume): Jita Amarr Hek Dodixie Rens IMHO Jita issupersaturated.
CHOOSING START-UP ITEMS You should target the items that fall in as many of the following categories as possible: - Items that don't have named version just tech 1 and tech 2 - Items that have high skill requirement for tech 2 version - Items that are compact enough to move around in industrial - Items that are used a lot as popular fittings - BPO is cheap (buy BCP to test water if BPO costs more than 10mil).
Some guidelines: - Biggest problem with any production is actually constant supply of affordable materials so plan around that. - Buy minerals that are needed in large amounts locally - trit, pyerite, mex, isogen. That means make buy order with range "Station" because you will save money and time. All other materials pay-of to get flown in because they are needed in small quantity and price differences are high even inside same region. - Diversity of items you can manufacture is the key. Over time some items stop being profitable and some start again. - When producing large amounts don't oversupply regional market. Check in history tab, in market window, amounts that are sold daily. Try to manufacture batches that will sell with current trade volumes in next 1-2 days until you get feel for demand and competition. Move to another region and supply them with that item in same manner. Soon you will see how often and in how big batches you need to produce that item. - Use haulers for rent AKA courier contracts and calculate price of hauling in final price.
EXAMPLES OF PROFITABLE ITEMS:
"Small" stuff Sentry drones EWAR drones XL ammo Mobile warp destruptors Warfare Link modules Command Processor Cynosural Field Generator Covert Cynosural Field Generator Interdiction Sphere Launcher Warp Disrupt Probe ...
"Big" stuff Starbase & Sovereignty Structures Player owned custom offices Fighters and Fighter bombers XL guns ...
"Bad" stuff Ships are bad items for fresh solo producer. There are few issues/details about ship production. 1.Small volume can be produced per day per production line Battle ships (BS) - 6 per day. Cruiser (C) - 9 per day. Frigates (F) - 18 per day. (x1.25 with researched P.E.) 2.BPO prices For anything bigger then frigate use researched BPCs (10run researched copies for BS cost 10mil or less so that's <1mil extra to count in per battleship). Only when you have production going for some time and specific ship sells well you should invest in BPO and get it researched. 3.Materials Cheapest BS requires 400000m3 per day per production line AND that climbs to 3x the amount for the best BS. Imagine how much you would have to move when running 10 production lines which are optimal number per character. So if you really want to produce ships, pair with mining corporation for good supply. 4.Manufacturing location <-> sale location Bigger the product, more time and money you will spend moving it around.
Make ISK and enjoy EVE! |

Aluka 7th
Viziam Amarr Empire
15
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Posted - 2012.04.19 20:22:00 -
[2] - Quote
Tnx guys, I should add some info regarding trading which is crucial part of manufacturing.
When you buy cheap materials, manufacture and then sell product in some other hub with best (highest sale) price you are basically collecting trade profit because you are in a way moving raw materials from one location two other and you also add manufacturing profit. Manufacturing and trading are closely tied together.
CASE STUDY Lets say that I build a XL pulse laser On location A materials for that laser cost 20mil, and laser itself costs 35mil On location B materials cost 30mil, and laser itself costs 40mil
If I only trade from A to B, I would earn 10mil from material resale (30-20) and 5mil from laser resale (40-35) Which would net me 15mil profit and I had to move 8000+m3.
By manufacturing from materials bought on location A for 20mil, I produce laser worth 40mil in location B and sell it there and also resell the 35mil one from A to B. Which nets me 25mil profit and again I had to move 8000m3 (laser i made and laser I'm reselling). Here trade profit is again 15mil but I get additional 10mil from manufacturing.
Manufacturing is here just to boost your profit and complement the traders lifestyle. Also in example note that manufacturing profit was only 10mil not 20 as you would think on first glance. You could think that just because you bought materials for 20mil and sold finished product for 40 that all 20mil is manufacturing profit? NO, only 10mil. If you grasp that then you will not have hidden costs and unprofitable production. Sometimes its more profitable just to resell materials then manufacture anything.
Every manufacturer is firstly trader and when opportunity present itself his manufacturing lines can get you additional profit. |

Aluka 7th
Viziam Amarr Empire
15
|
Posted - 2012.04.19 21:26:00 -
[3] - Quote
Margin trading is not skill for sale, you are right, but its awesome skill when you buy raw materials or items for resale. |

Aluka 7th
Viziam Amarr Empire
15
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Posted - 2012.04.20 10:07:00 -
[4] - Quote
IMHO missiles, projectile and hybrid ammo are already too cheap because they are outlet for miners + everyone and his grandmother produces ammo. I guess M and L laser crystals are ok and also 400 and 800 booster charges as well.
Problem is in fact that miners convert part of their mining supply to dirty cheap ammo so they can sell more minerals overall. Also mission runners often buy ammo BPO to build their own ammo from their melted loot and they also sell excess supply on local market. There is more money in trading ammo if you buy in trade hub -> sell in mission hub or even better near new incursion site. |

Aluka 7th
Viziam Amarr Empire
16
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Posted - 2012.04.20 11:38:00 -
[5] - Quote
Skippermonkey wrote:Aluka 7th wrote:Minimum for production
Production efficiency 4
NOT SURE IF SRS get that skill to 5 THEN you can start to build stuff
You can start manufacturing of some items with that skill at level 4. Having that skill at level 4 means that you will need 7% more minerals when you build comparing to level 5, which in case you are manufacturing/selling items with >50% margin, that some items on my list have, it is not crucial. |

Aluka 7th
Viziam Amarr Empire
17
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Posted - 2012.04.25 16:22:00 -
[6] - Quote
Additional profitable items ("Small" stuff): ... 11. Remote hull repair system of sub-capital sizes - very profitable, those are used a lot for repairing damaged POS mods. 12. Drone nav. computer 13. Drone link aug. ... |

Aluka 7th
Viziam Amarr Empire
23
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Posted - 2012.04.26 15:42:00 -
[7] - Quote
Styth spiting wrote:Aluka 7th wrote:GET GOOD SKILLS
Minimum for production Industry 3 Mass production 4 Production efficiency 4 Supply chain management 3 Minimum to buy materials and sell the product cost/time efficiently Trade 4 Accounting 3 Broker relations 3 Daytrading 3 Marketing 3 Margin trading 3 Visibility 2 Procurement 3
IMO Production efficiency V is an absolute needed skill prior to manufacturing any items other than manufacturing for personal use. That 5% extra waste in minerals is pretty much the base of all your profits ecpecially for T1 items, more so when selling in market hubs. Now if you're planning on making your profit based on selling items at an inflated price in regions / systems where the product is scarce than it shouldn't be much of an issue, but than again you're better off not manufacturing and simply buying low and selling high. Get production Efficency to level V. Start up all your manufacturing runs. While these are manufacturing all your items use the extra days to train up all the additional skills listed. By the time the jobs are done nearly all your skills listed above would be trained, and than start selling.
I really can't remember when difference between my sale price and manufacturing price was less then 10% (selling in main hubs and buying mats locally), most of the time its more than 100%. Lets take medium remote hull rep. system I've suggested: - Manufacturing cost 50-80k - Sale price 200-300k. Getting production eff. to level 5 is "nice to have" but saying it is absolute need before you even start manufacturing is  Level 4 is more than enough to start with. |

Aluka 7th
Viziam Amarr Empire
24
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Posted - 2012.04.30 10:07:00 -
[8] - Quote
BKM Industries wrote:Aluka 7th wrote: - Items with cheap BPO (buy BCP to test water if BPO costs more than 10mil).
I think ya mean "buy BPC". Great guid for peps starting up nice work.
Yea, I meant BPC. Corrected. Older players take game too seriously and make it hard for new players, so hoping this will give boost to fresh player in right direction because at the end of the day I will eventually probably use something that new player manufactured.
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Aluka 7th
Viziam Amarr Empire
25
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Posted - 2012.05.01 05:44:00 -
[9] - Quote
Pinstar Colton wrote:Has anyone had any luck selling items in sets? Such as manufacturing a T1 ship along with all the weapons/modules/drones/ammo that would make up a popular fit for it, then selling the whole thing via Contract?
That works where customer has limited demand (you can guess ship/set combination quite well) and there is no big competition. To put it short - lowsec hubs for factional warfare. |

Aluka 7th
27
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Posted - 2012.05.05 16:25:00 -
[10] - Quote
Any additional thoughts?
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Aluka 7th
31
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Posted - 2012.05.14 08:20:00 -
[11] - Quote
Harland Glasby wrote:It's always the items you pass over or think to yourself, ".. no, those wouldn't sell.." They end up outperforming the items we spent hours researching 
Tell me about it, Remote hull repair system of large and medium size was one of those items, but when I tested the waters with those they were awesome. Only later I figured why (for pos structure repping). |

Aluka 7th
32
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Posted - 2012.05.22 14:32:00 -
[12] - Quote
Zordon wrote:Another option for the newer players would be to contact a corp diplo for an area away from the hub's(while staying in high-sec) and asking if there are any mod's that they find short in their area. And you could try and set-up a market tailored to the pirate/mission/mine(ers) in the area.
Since the people looking at this might be new, and are trying to setup shop or find their niche in EVE, this could give them a chance at finding that golden item in their region... Even if they don't know what they are looking for.
PS Good thread, and I hope to see more constructive notes posted.
Ah, you mean like for example contacting some factional warfare corporation/corporations and offer them to supply specific station in their region? That is good idea, specially to create package deal like predefined module combo for i.e. hurricane or harbinger. Even if you don't manufacture all items, you can "resell" what you don't manufacture just to fill the package. Nice one! |

Aluka 7th
32
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Posted - 2012.05.24 07:42:00 -
[13] - Quote
TigerXtrm wrote:Nice guide, going to bookmark this and come back to it someday :).
Thank you :) It is a game where mostly all is made by players so with more manufacturing bigger universe and player base can be supported. Also this kind of money making frees a lot of time for "fun" stuff as it requires little active effort once you set up. |

Aluka 7th
32
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Posted - 2012.05.25 09:35:00 -
[14] - Quote
Let me put one problem on debate. I'm not sure am I doing something wrong or looking at it from wrong perspective.
I have this item that costs me 10k in materials and 3k in different fees, which totals to 13k cost. One production line produces 170pcs/day. I was selling it for ages at price ~73k.
Now couple of resellers came to station where I sell this item and they are pricing it up to 123-133k ISK but they are buying all my stock for 73k in like hour after I put it on market. Normal market sale volume for this item is 40-50pcs/day. Now this guys (2-3 of them from what I can tell) are sending me mail that I'm stupid, how they ripping me off and they are earning easy money from my work.
But here are the numbers (I'm using numbers max in favor of the resellers): This resellers buy my stock every day so I am earning 170*(73-13)=10.2milion every day. They sell 50pcs/day to general public for 133k thus earning themselves 50*(133-73)=3milion every day and they are piling my rigs.
Am I missing something and what should I do? If I raise my price near theirs, I would earn 50*(133-13)=6mil/day. but that is also iffy as they are undercutting each other for 0.01 all day long. If i double production amount, there is higher risk of them giving up. |

Aluka 7th
33
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Posted - 2012.05.30 14:00:00 -
[15] - Quote
Was away from EVE last couple of days.
Well actually 73k is kind of sweet spot. Sale volume doesn't rise by a lot bellow that number and price is low enough to discourage competition because of the reason you mentioned in your second caveat.
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Aluka 7th
39
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Posted - 2012.06.03 12:06:00 -
[16] - Quote
Mike Pegg wrote:Id be tempted to disagree with the sell in jita thing a little, for small manufacturers its often more profitable sticking a buy order in some outskirts systems (2-5 jumps, in 0.5+ space which covers some popular missions areas) for minerals. Alot of people simply melt stuff they find down and sell the minerals so this can be a very cheap way of finding them.
Once your out there producing specific ammo is nearly always 1) an easy sell and 2) a profit. Its not a massive profit but its quite nice non the less. EG, kinetic missiles will always sell in caldari space and the BPs are cheap for em
Actually you are right, Jita is supersaturated and small manufacturer can get better profit in mission hubs but if you want to sell volume then hubs like Hek, Dodixie, Amarr, Rens are place to be. |

Aluka 7th
45
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Posted - 2012.06.09 09:36:00 -
[17] - Quote
Additional profitable "big" stuff - POS/Sov. structures (these I've checked in Amarr space): 8. Sovereignty Blockade Unit 9. Advanced Large Ship Assembly Array 10. Advanced Medium Ship Assembly Array 11. Advanced Small Ship Assembly Array 12. Equipment Assembly Array 13. Large Ship Assembly Array 14. Medium Ship Assembly Array 15. Small Ship Assembly Array 16. Subsystem Assembly Array 17. Heat Dissipation Array |

Aluka 7th
45
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Posted - 2012.07.05 14:48:00 -
[18] - Quote
Bump for new readers.. |

Aluka 7th
58
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Posted - 2012.07.15 18:34:00 -
[19] - Quote
Adhar Khorin wrote:Thanks for taking the time to post the guide, and the helpful discussion that has followed. One thread that seems to be running below the surface of the discussion is what drives profitability.
The ongoing debate over whether Production Efficiency V is 'required' is a good example. PE reduces waste, which trims the bottom line and thus improves profit. However, it is possible to conduct a profitable sale with a low PE, it just means you take a lower profit, and are priced out of some compressed-margin markets.
Profit is an equation with a variety of factors, many of which can be influenced by training skills. Some factors rely on player knowledge, such as which markets and products represent good opportunities. Master industrialists are, by definition, master of both the character skills AND the player skills - or at least, more of them than the competition.
Looked at from a competitive differentiation perspective, character skills are commodities - anyone can acquire them given time. Player skills are another proposition entirely, requiring time, study, experience, and threads like this to develop.
You are right on all points :) Skills like production eff. just generate better profit but if your margin is so low that lvl 5 is mandatory then you have probably chose the wrong item to make profit on. I chose to produce thingies that are profitable even with prod. eff. 0, although I do have the skill at 5. Secret is in rl skills, homework etc. like you said. |

Aluka 7th
65
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Posted - 2012.07.28 19:46:00 -
[20] - Quote
Reaper gI wrote:Ginger Barbarella wrote: This right here is PRECISELY why those in industry need to KNOW THEIR MARKETS. Getting all associated skills to elitist levels (as a couple in this thread suggest) is really only necessary if you're building and selling competitively in hard markets like Rens or Jita. The simple fact is that a lot of still sells for better prices outside those major trade hubs. I'm still baffled why most people don't get it.
They may sell for better prices, but you need high volume as well. Why sell 10 mods per day at a 1mil profit each in a lvl 4 agent station when I could sell 60 at 200k profit each in a hub and not need to do the extra hauling. You can only sell in the smaller markets effectively with high trade skills (you need to place more orders+ be able to modify them at range) as you need to spread where your orders are as well as deal with the logistics of having your wares spread across more stations to cope with the lower volumes. As a missioner I'd by single mods (e.g. I'd just lost a drone or two due to disconnect) in station if I needed it, but I'd buy ships+ full fittings at the hub, as the savings and guaranteed stock are a huge convenience.
Well if you are starting in manufacturing then you are probably not high volume manufacturer so better profit per item is found in smaller hubs like mission or factional warfare or even nrds regions like Providence. When you increase volume and get skills higher for narrower margins, then you are ready for the big trade hubs. Ofc this is rule of thumb but it depends on item. |
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Aluka 7th
65
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Posted - 2012.08.13 06:05:00 -
[21] - Quote
bumper for new readers  |

Aluka 7th
67
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Posted - 2012.08.17 07:17:00 -
[22] - Quote
Adamina wrote:Not true at all. I've been helping a friend do Tech 1 Manufacturer for the past couple weeks and he only has it at 4 and he is making profit. You only look at 200 items? Keep looking.
Aluka has mentioned a few in this very thread that are indeed (still) profitable. You do not need it at 5, does it help? Of course, but telling a new player they absolutely need it at 5 to make any profit is absorb. I've been here from 2003 almost solely manufacturing/inventing/r&d so I know this like the back of my hand.
Finally someone that is actually manufacturing items with "normal margin" and can confirm that there are profitable items in T1 production even with lower prod. eff.  I'm still looking @ items in my production queue that have >100% margin with bought raw materials and I'm like WHHAATTT?. |

Aluka 7th
68
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Posted - 2012.08.17 14:15:00 -
[23] - Quote
Bluestream3 wrote:Aluka 7th wrote:Adamina wrote:Not true at all. I've been helping a friend do Tech 1 Manufacturer for the past couple weeks and he only has it at 4 and he is making profit. You only look at 200 items? Keep looking.
Aluka has mentioned a few in this very thread that are indeed (still) profitable. You do not need it at 5, does it help? Of course, but telling a new player they absolutely need it at 5 to make any profit is absorb. I've been here from 2003 almost solely manufacturing/inventing/r&d so I know this like the back of my hand. Finally someone that is actually manufacturing items with "normal margin" and can confirm that there are profitable items in T1 production even with lower prod. eff.  I'm still looking @ items in my production queue that have >100% margin with bought raw materials and I'm like WHHAATTT?.  For the more serious manufacturers, it's not about the margin though. It's about profit per hour. I'm not saying that the items you're building aren't good. But the fact is that you can build ammo with a profit margin of 100% and make 500k ISK per day, and then you can build something else with a profit margin of 2% and make 10 million per day instead.
Blue, production efficiency directly affects size of the margin and that is why I have only mentioned that in my last post. In original (first) post under "Very important detail" title, I go into details that profit per hour (or per day that I use) is more important than margin like you excellently pointed out. That is why skills that speed up production and P.E. research of BPO are important almost the same as M.E research and production eff.. But everyone focuses only on prod. eff. skill for some reason :)
P.S. My aim is >5-10mil/day per production line (depending on additional logistic work). |

Aluka 7th
74
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Posted - 2012.09.06 15:46:00 -
[24] - Quote
For supply of raw materials or just resale, it's smart to join "Bulk trade" mailing list. |

Aluka 7th
74
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Posted - 2012.09.06 17:33:00 -
[25] - Quote
Ok, let me take one of the items I have suggested in this tread - Large remote Hull repair system I.
Building cost (ME9 BPO) is: less then 100k ISK with prod. eff. 5 less then 104k ISK with prod. eff. 4 Actually its less then 120k ISK with production eff 1. Lowest sell in Jita is 184k, Dodixie is 285k, Hek (bigger then Rens l8ly) 440k and in Amarr 450k.
Now advocates of "You need production eff. at 5" either want to discourage competition and younger players or are just too lazy to find stuff to manufacture with good margin/profit. Hell just check 30+ things I've linked in this tread for God sake 
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Aluka 7th
76
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Posted - 2012.09.20 11:52:00 -
[26] - Quote
Couple of Tech1 profitable items (today) in ISK per hour of manufacturing line:
X-Large Ancillary Shield Booster Medium Ancillary Shield Booster Small Ancillary Shield Booster
Medium Pulse Laser Battery Deep Core Mining Laser I Warrior SW-300 Capital Energy Transfer Array I Mining Foreman Link - Mining Laser Field Enhancement I Garde I Valkyrie SW-600 Siege Warfare Link - Shield Harmonizing I
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Aluka 7th
76
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Posted - 2012.09.20 13:37:00 -
[27] - Quote
Thing is you have to guess flavor of the day. What is used and lost a lot. For example ancillary sh. boosters are fitted on everything these days so supply/demand meets at higher price which translates to high profitability. When CCP boosts T1 cruisers for winter expansion I'm guessing descent profit will be made on those hulls. Also it is good to follow training corps of big 0.0 alliances that live in high sec or just regular empire PvP ones like RvB. Supply their (new) locals with hulls, ammo, ..., and $$$ profit :) |

Aluka 7th
77
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Posted - 2012.10.08 13:14:00 -
[28] - Quote
Couple of Tech1 profitable items (today) in ISK per hour of manufacturing line:
Gjallarhorn Judgement Caldari Control Tower Gallente Control Tower Covert Jump Portal Generator I Prototype Cloaking Device I Covert Cynosural Field Generator I Mobile Small Warp Disruptor I Garde I Warp Scrambling Battery
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Aluka 7th
78
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Posted - 2012.11.06 06:43:00 -
[29] - Quote
Interesting T1 items for nullsec alliances: Warp Disruption Field Generator I Sensor Booster I (raw mat. for t2 version) Prototype Cloaking Device I Interdiction Sphere Launcher I Cynosural Field Generator I Which makes sense because they are fitted on ships that are usual primary thus die fast and often (like dictors and HICs).
Of course these items currently also sell well: X-Large Ancillary Shield Booster Medium Ancillary Shield Booster Infrared XL Command Processor I POS towers Medium and small POS guns Data interfaces (all types)
Enjoy and get ready for moon probes/destroyers with new patch. Frig size modules will be in demand then :) |

Aluka 7th
78
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Posted - 2012.11.14 19:35:00 -
[30] - Quote
Morbidibrom wrote:Since I am new to manufacturing (wholesale trader / reseller mostly) I would like to know if its worth the time and effort to set up a POS. If it should be in high or low sec, or wormhole space ( for safety) and how that would affect manufacturing. Basically what are the great advantages of a POS over a station since you need to pay upfront costs and fuel, and how if effects profit margin. And are reactions worth it doing?
Safety, lol. From all my first hand and second hand PvP exp. POS is everything but safe. Specially in WH :) With that being said lets do little math: 10 production lines in NPC station in highsec will cost you only 2.24mil for four weeks. Same number of production lines using POS will cost you from 75mil for small to 300mil in fuel for large tower (26880 blocks*11k ISK per block) + charters if in high sec for four weeks. And you have investment of modules and risk of loosing all and you have to refuel it.. maintenance work and all that..
tl:dr version.. use POS only for T3 production (which can be only done in POS), booster (drug) production, ME/invention research from NPC station by remotely using POSes research lab slot and be ready to defend it vs wardecs or WH roamers.
Morbidibrom wrote:Also what are the main mission areas that would be good to sell manufactured stuff near (even though this is more of a shipping / trading profit matter)?
There is a neat trick on Dotlan EVE map page. Go there, then click on region that interests you and then in new window where you see map of that region up on right says "sovereignty", click it and select "NPC kill (24h)"! Now behold you have colored heat map of all mission runner activity in last 24h for whole region at one glance.. With total number of NPC kills listed, you can easily find mission hubs and even follow when/if they change.
Morbidibrom wrote:Would it be more worth while set up a manufacturing in an area you wish to sell ( ship in or buy minerals or ore locally ) and eliminate the need of shipping of finished products (from jita area) to a higher profit area?
Only IF finished product is really big you should build locally and IF transport cost cuts too deep in your profit margin and IF demand for your product in that mission hub will keep your production going nonstop. Personally my production volume is far greater then any mission center can demand so I produce where raw mat. is cheap and ship the product where is needed.
Just add hauling cost to your cost and then do all other math. So for trade hub next to me, my manufacturing cost is lets say 1mil but for some other hub for same item I add transport cost so my "base" price is 1.2mil because 200k is transport cost. Ofc cheapest transport per item you will get if you can fill freighter to the brim because typically you pay hiring full freighter and not per m3 when using professional haulers like RED FROG freighter service.
Morbidibrom wrote:Any suggestions on making your spreadsheets which is essencial I've found? Is there someplace that you can get manufacturing minerals required list per item to copy / paste into them, or is there some manufacturing mineral checking program or something :P
Well I did my spreadsheet basically extracting from BPOs on market BUT I really recomend this: http://games.chruker.dk/eve_online/inventory.php?category_id=9 Here you will find perfect ME/ PE for all BPOs and if you click on BPO even more details about specific materials etc.. Also to get general idea of BPO profitability you should use: http://eveeye.com/profit.asp Where you get rough estimate of BPO profitability. |
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Aluka 7th
81
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Posted - 2013.02.03 16:15:00 -
[31] - Quote
Bump :)? |

Aluka 7th
82
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Posted - 2013.02.26 20:12:00 -
[32] - Quote
Industrialist Ajidica wrote:Lord Davian wrote:Bump for a great thread and some questions.
How often do you turn over your inventory? Do you build a days worth a sell it the next day, or do you build a few days, a week, or month and then put up a bunch of inventory?
Do you mainly sell to one hub, or do you spread it around?
I've been building a day at a time but I'm finding the selling to be a hassle each day. I think I'd like to build for a week and then put it on the market and just leave it for the week without working to change the price every half hour to undercut someone because I have to sell todays inventory to buy for tomorrow. I've just started manufacturing and unless you want to spend hours a day it seems to me it's best to work around a manufacturing time of a week. I've also been scouring BPC's for good deals and they can be very profitable but they require more time also.
Sorry I was AFK for some time. Actually I put shorter ques during week (20-50h) because slots are more available and longer ques on Friday morning (50+h) because Friday evening people start their new cycle and start hogging the lines. Optimal cycle is 2days for my items but then again it depends on item. If its something that manufactures fast then I really don't need big load sitting in hangar which I won't sell for next few weeks :) Also I do 23h cycle or 47h so that every day at similar time I can do my manufacturing/market thing. |

Aluka 7th
82
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Posted - 2013.02.26 20:20:00 -
[33] - Quote
Not Politically Correct wrote:I think you left out a few things, like using multiple spreadsheets. I use one to figure optimal research level. I use another to figure profitability based on local ingredient prices, manufacturing costs, BPO costs . . . . and a few other things.
Actually I use this to check optimal ME: http://games.chruker.dk/eve_online/inventory.php?group_id=447
Only table I have is second one.. and once done I only use it if raw material price changes too much because some price fluctuations are covered with initial calculation. For example if trit moves between 5.5 and 5.7 that week, I calculate like i bought all trit for that week for 5.7 and add my margin and then sell. If in reality trit was purchased for lower price then more profit for me and if not then i still have my base margin. If price goes up then i recalculate with highest purchase price i had. If that makes sens:)? |

Aluka 7th
82
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Posted - 2013.02.26 20:37:00 -
[34] - Quote
Lord Davian wrote:Bump for a great thread and some questions.
How often do you turn over your inventory? Do you build a days worth a sell it the next day, or do you build a few days, a week, or month and then put up a bunch of inventory?
Do you mainly sell to one hub, or do you spread it around?
I've been building a day at a time but I'm finding the selling to be a hassle each day. I think I'd like to build for a week and then put it on the market and just leave it for the week without working to change the price every half hour to undercut someone because I have to sell todays inventory to buy for tomorrow.
Hm, I have two main types of items. First one has expensive raw materials and/or demand or price fluctuates a lot depending on wars. I produce those in 1day (max. 2day for "faster" items) cycle which sells in 2-3 days. And I put manufacturing of a new batch only AFTER first batch has sold. I don't have full control of market because 25-35% of time my item is not on the market but works best for me. Second type which has low cost of materials and/or my margin is big. Those I produce in 2-4day cycle and have second batch ready for selling on hangar floor in my trade station. So when batch sells I put new one from stock on sale and put new batch in manufacturing line. This way I'm always present on the market and it saves some time on moving stuff around.
So roughly my longest inventory turnover would be a week but happens sometimes that item in demand stops being interesting for 2-3 weeks and stays on the market.
Regarding price babysitting I'm more of a equilibrium finding guy. Something along these lines: http://evenews24.com/2013/02/14/greedy-goblin-business-thursday-0-01/ After some time I know roughly what is the optimal price for item and I know how low will I go so usually my price change is not 0,01 isk but 1-2% of total item value each day. People cry but meh, I get on those "low profit" items about 6-10mil profit without need to change price sometimes for weeks. Can go on vacation and ISK still rolls in. Pays the bills and for bling on ships :) T
Place where I sell is one market hub and If I have free lines or sale is slow then I spread to second market hub. And only use main hubs like Jita, Hek, Amarr, Dodixie, Rens. But that is my personal preference because I like being lazy more then extra profit :)
Hope this answers your questions. |

Aluka 7th
88
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Posted - 2013.06.10 11:22:00 -
[35] - Quote
I rarely do more then ME9 (usually for things I manufacture in bulk) and PE 4-8. I think my bomb BPOs are around ME100 and rigs bpos are perfect ME which is 4-30 depending on size. |

Aluka 7th
88
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Posted - 2013.06.11 13:34:00 -
[36] - Quote
High profit and high risk solution would be to focus on one item that is most profitable and then switch to other item when first item starts declining in profitability as result of your oversupply or any other reason. Complete opposite would be to manufacture all 5 different items and sell all 5.
You should use second option because problem you have is delay between piling 1bil worth of items for ***frog freighter service to move your stuff and moment your items hit market. So it would be safer to produce all 5 different items at same time thus reducing the chance that whole batch is unprofitable when it hits the market. First option is better when you do one day manufacturing burst and the ship it same day to market hub so price is not moving too much.
I tend to use hybrid approach. Usually I get 2 BPOs, one goes into manufacturing the other goes into copy. First I focus on most profitable item (producing from BPOs and BPCs) until I meet demand (price stops rising or maybe declines a little) then ease up on manufacturing of that first item and add 2nd best in profitability (again BPO+BPC burst) but still produce first one with only BPO. If profit starts declining on any of the items I switch focus or stop producing for a while. |
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