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Aluka 7th
Viziam Amarr Empire
11
|
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! |

Ira Infernus
Praetorium Illegitimus The.Alliance
14
|
Posted - 2012.04.19 16:46:00 -
[2] - Quote
Nice guide.
I struggled to get my indy toon up to making isk, and by the time I was breaking even I still had yet to realize alot of the stuff you said. Its going good now, although I dont do everything you stated, although never the less, all of the suggestions in your guide will increase a nubs production profits. |

Invictra Atreides
Toward the Terra
64
|
Posted - 2012.04.19 17:55:00 -
[3] - Quote
So basically you buy low(components) and sell high(end product). This can give you 100 mill/month profit from trading and -20 mill/month for Taxes -10 mill/month for production profit = 70 mill/month profit per slot.
Some T1 items also give a positive production profit. The T1 profits seem to be heavily dependent on the markets prices. Some items are better to be traded than manufactured for profit.
Because of the heavy market influence it is alway good to have more than 1 Blueprint per slot available to adapt to any market turbulence.
Thank you @Aluka 7th for getting all the important details in one post.
Blog |-áTutorials | Youtube "I donGÇÖt know everything, I just know what I know." |

Aluka 7th
Viziam Amarr Empire
15
|
Posted - 2012.04.19 20:22:00 -
[4] - 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. |

Zifrian
Licentia Ex Vereor Intrepid Crossing
250
|
Posted - 2012.04.19 20:46:00 -
[5] - Quote
Good post. I really wish we had a good FAQ for industry since a lot of the posts are the same. This one really answers the 'new industry character, what is profitable?'
Maximze your Industry Potential! - Get EVE Isk per Hour! |

Skorpynekomimi
Omega Vector
174
|
Posted - 2012.04.19 21:24:00 -
[6] - Quote
Why is margin trading required for selling items? |

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

Wintermute Cnom
Caldari Provisions Caldari State
1
|
Posted - 2012.04.20 02:53:00 -
[8] - Quote
Very useful info!
I'm planning to make my mining alt to do some manufacturing/trading too and this provided me with good info to start with.
I was thinking if it would be more profitable to outright mine and sell the minerals, than to engage in manufacturing and trading it? My alt is currently a few weeks away from piloting a Hulk |

Zifrian
Licentia Ex Vereor Intrepid Crossing
250
|
Posted - 2012.04.20 03:11:00 -
[9] - Quote
All depends on skills and refining. Usually you won't be able to mine all the minerals you need anyway.
I would just use the program in my sig. Find out what you can sell for, enter the prices manually and then use those to compare the items you want to build. If it's not getting profit, sell the minerals. If you get profit, build away. Maximze your Industry Potential! - Get EVE Isk per Hour! |

Heun zero
Deep Core Mining Inc. Caldari State
33
|
Posted - 2012.04.20 09:37:00 -
[10] - Quote
A very good guide! with a bit of (bad) luck you have just increased your own competition 
2 minor additions I'd like to make:
1 since this is a guide for new players I think it's worth mentioning that minerals you mine are not free. I know that it's implied in th thread but it can never be said to often.
2 I've found that very good starter items are often consumables such as ammo. These are in constant demand because they constantly get used up |
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Aluka 7th
Viziam Amarr Empire
15
|
Posted - 2012.04.20 10:07:00 -
[11] - 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. |

Jastra
Black Thorne Corporation Black Thorne Alliance
73
|
Posted - 2012.04.20 10:29:00 -
[12] - Quote
Aluka 7th wrote: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.
P.S. I have added more stuff to the list of first post which are better than ammo.
part of the problem is I bet (and I have done this as well) when a noob asks what to make most people will say ammo as the BPOs are cheap, low skills, ready market, etc, but yeah I was surprised to see the other night doing some checking most ammo is sold at a loss in a hub
Good Post !
|

Skippermonkey
Tactical Knightmare
924
|
Posted - 2012.04.20 11:23:00 -
[13] - Quote
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 My homeboys tried to warn me But that butt you got makes me so horny |

clixor
Celluloid Gurus
3
|
Posted - 2012.04.20 11:28:00 -
[14] - Quote
Only way to make a profit is sell with profit.
That sounds obvious but just don't lower your price that fast when somebody is undercutting you. If not set at a unrealistic price (say you maintain market average) it WILL sell, probably the next day, perhaps in a few days.
As an added bonus you won't spend extra manhours to watch the market and adjusting orders.
If this method fails for you than the either 1) other players work more efficiently and you should look into adjusting, or 2) the market is saturated and you should move on to another product.
|

Aluka 7th
Viziam Amarr Empire
16
|
Posted - 2012.04.20 11:38:00 -
[15] - 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. |

Skippermonkey
Tactical Knightmare
924
|
Posted - 2012.04.20 11:46:00 -
[16] - Quote
meh, i wouldnt recommend anyone tries to sell on the market without Production Efficiency 5
You'll end up selling your items for less than it cost you to build it My homeboys tried to warn me But that butt you got makes me so horny |

Suni Khan
Trojan Manufacture LTD State Of Union Alliance
5
|
Posted - 2012.04.20 12:09:00 -
[17] - Quote
Skippermonkey wrote:meh, i wouldnt recommend anyone tries to sell on the market without Production Efficiency 5
You'll end up selling your items for less than it cost you to build it
If the item nets no profit with production efficiency 4 it is not worth the hassle at production efficiency 5. to low margin to make a decent profit even at 5 then. |

Beliandra
Republic University Minmatar Republic
0
|
Posted - 2012.04.22 06:09:00 -
[18] - Quote
Skippermonkey wrote:meh, i wouldnt recommend anyone tries to sell on the market without Production Efficiency 5
You'll end up selling your items for less than it cost you to build it If you're a complete beginner and want to get a feel for manufacturing to see if it is fun or not, you can make a profit with Production Efficiency 0 if you avoid the hubs and do business out in the sticks. There's really no need for a beginner to spend a couple of weeks training Production Efficiency 5 only to discover that they don't actually find a manufacturing career enjoyable. |

Aluka 7th
Viziam Amarr Empire
17
|
Posted - 2012.04.25 16:22:00 -
[19] - 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. ... |

Styth spiting
Ion Corp.
26
|
Posted - 2012.04.26 00:25:00 -
[20] - Quote
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.
|
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Aluka 7th
Viziam Amarr Empire
23
|
Posted - 2012.04.26 15:42:00 -
[21] - 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. |

Debiru
Flashpoint Industries
3
|
Posted - 2012.04.26 18:10:00 -
[22] - Quote
Production Efficiency V, as said here already, is an absolute must for profitability.
I'd also add that, small items like ammunition and modules, can be adversly affected by usage tax on NPC stations, and can cut into profits when not built at a POS. (Also worth noting that many modules/ammo are not profitable unless built in very large quantities, which a POS' array's speed bonus is also useful.)
Biggest profits in t1 production is in rigs, ships, and items like fuel blocks. Focusing on the Dodixie market and choosing your products wisely can easily net a 15%+ Rate of Return in that area.
If there are any aspiring industrialists in Gallente space that are small and want to grow, EVEmail or convo me in-game and I can help you get set up and point you in the right direction of what to build.
The biggest thing to note with t1 production though, is simply going after high RoI goods is NOT the route to profit, as the last poster was saying. Profit comes not just from the biggest RoI you can achieve, but in how fast and reliably you can sell off your manufactured items. |

Maxpie
Metaphysical Utopian Society Explorations
90
|
Posted - 2012.04.26 18:20:00 -
[23] - Quote
I would point out, for the benefit of the new player, that if you are buying minerals (or any components), be sure to use buy orders. You will have to babysit those orders or the .01 isk'ers will ensure you never get the purchase. Also, don't be afraid to move minerals with courier contracts in appropriate situations.
Also, I've found that some items need not be sold in a trade hub at all. That's the knee-jerk reaction, but it's not always the most profitable option. For example, I can go to a mission system and sell common mission ships for several mil above hub prices. You can sell at far greater profit in lowsec (but there are a whole bunch of issues beside the fact that it is dangerous to undock there). Similarly, the border to lowsec is a great place to sell certain products. There are many other similar opportunities out there if you look for them. |

BKM Industries
Mercenaries 4 Hire
0
|
Posted - 2012.04.27 20:16:00 -
[24] - Quote
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. A great LOTTO SITE |

JDTerry84
Irregular Warfare
0
|
Posted - 2012.04.27 21:01:00 -
[25] - Quote
I am watching you BKM. |

Aluka 7th
Viziam Amarr Empire
24
|
Posted - 2012.04.30 10:07:00 -
[26] - 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.
|

Pinstar Colton
New Lunar Republic Special Tactics Squadron
8
|
Posted - 2012.04.30 14:36:00 -
[27] - Quote
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? I don't make minerals. I just make ore 20% cooler. |

Aluka 7th
Viziam Amarr Empire
25
|
Posted - 2012.05.01 05:44:00 -
[28] - 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
|
Posted - 2012.05.05 16:25:00 -
[29] - Quote
Any additional thoughts?
|

Morgan Dinn
The 20th Legion Mildly Sober
0
|
Posted - 2012.05.07 10:24:00 -
[30] - Quote
Production Effiency needs to be at level 5 always if you are planing on a manufacturing careeer.
No point doing any kind of production with out it.
Invest in originals prints and have them on ME10 a minimum. This does not apply to all prints but to majority of blueprints in the game. |
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clixor
Celluloid Gurus
13
|
Posted - 2012.05.07 12:59:00 -
[31] - Quote
double post, ignore. |

clixor
Celluloid Gurus
13
|
Posted - 2012.05.07 13:00:00 -
[32] - Quote
Morgan Dinn wrote:Production Effiency needs to be at level 5 always if you are planing on a manufacturing careeer.
No point doing any kind of production with out it.
Invest in originals prints and have them on ME10 a minimum. This does not apply to all prints but to majority of blueprints in the game.
Also, T1 profits lie mainly in acquirring mins at a better rate than the competition (aka trading profits). Frankly, with margins as thin as they are (or non-existent for many items) other requirements would include:
- very good trading skills / standings - freighter - wide variety of researched BPO's
Ofcourse these are not required for the casual interested player. But for players trying to make a profitable career solely in T1 i would adivse to really do the math beforehand. Otherwise you'll end up at make far less isk/h than other activities. |

Pinstar Colton
New Lunar Republic Special Tactics Squadron
32
|
Posted - 2012.05.07 14:48:00 -
[33] - Quote
clixor wrote:
Also, T1 profits lie mainly in acquirring mins at a better rate than the competition (aka trading profits)
Sound advice. While you train up to Production Efficiency V and acquire/research BPOs, you would do well to just play the markets and see if you can make a profit from minerals alone. Not only will this increase your starting capital to help boost your manufacturing efforts, you'll get a feeling for the ebb and flow of the mineral market.
Once your skills are trained up and BPOs researched, transitioning from buying minerals and selling minerals...to buying minerals and selling manufactured goods should be fairly smooth. In the event that the market for your manufactured item goes south, you can always go back to selling minerals until you acquire alternative BPOs. I don't make minerals. I just make ore 20% cooler. |

Khergit Deserters
Center for Advanced Studies Gallente Federation
30
|
Posted - 2012.05.07 19:12:00 -
[34] - Quote
Good stuff, thanks much. In regard to the essential skills needed, anyone know which Certificates would cover these? Had a corp mate ask me that question: What Certificates recommended to start doing T1 production? I got most of my skills before there were Certificates, so I've never paid attention to them. |

beor oranes
Nex Exercitus Raiden.
26
|
Posted - 2012.05.07 20:08:00 -
[35] - Quote
One issue you haven't mentioned is researching BPO's either ME or PE can take awhile due to slots being used up in Empire and you might have to go lowsec or out of the way highsec. |

clixor
Celluloid Gurus
17
|
Posted - 2012.05.08 09:57:00 -
[36] - Quote
beor oranes wrote:One issue you haven't mentioned is researching BPO's either ME or PE can take awhile due to slots being used up in Empire and you might have to go lowsec or out of the way highsec.
Buying an already researched BPO is worth investigating in this case. Especially the cheaper BPO's are fireselling regularly on contracts and on the WTS section of the forum. |

Star Dasher
Science and Trade Institute Caldari State
0
|
Posted - 2012.05.08 16:08:00 -
[37] - Quote
When it comes to T1 items, isn't the volume more important than the pricing? I would think you would want to move the product inventory pretty quick! I can't see waiting and trying to get the best price for it Jita, when I could transport it a few jumps away and make a better profit on buy orders. |

Debiru
Flashpoint Industries Imperial Hull Tankers
10
|
Posted - 2012.05.08 20:47:00 -
[38] - Quote
Star Dasher wrote:When it comes to T1 items, isn't the volume more important than the pricing? I would think you would want to move the product inventory pretty quick! I can't see waiting and trying to get the best price for it Jita, when I could transport it a few jumps away and make a better profit on buy orders. Yes, this is what I was saying in my last post. With my own setup, I'm always willing to drop my profits in half for an instant/quick sale. Bulk Trade mailing list is good for this, as is selling to corpmates. A lot of the time you've got corpmates who want a ship but don't want to buy it because of cost. Offer it below market and you'll usually get a bite or two, depending size of your corp. If you're in an NPC corp, you should be able to get plenty of interested players. |

Madeline Amelana
Mixotroph Industry and Tech.
1
|
Posted - 2012.05.08 21:19:00 -
[39] - Quote
Pinstar Colton wrote:clixor wrote:
Also, T1 profits lie mainly in acquirring mins at a better rate than the competition (aka trading profits)
Sound advice. While you train up to Production Efficiency V and acquire/research BPOs, you would do well to just play the markets and see if you can make a profit from minerals alone. Not only will this increase your starting capital to help boost your manufacturing efforts, you'll get a feeling for the ebb and flow of the mineral market. Once your skills are trained up and BPOs researched, transitioning from buying minerals and selling minerals...to buying minerals and selling manufactured goods should be fairly smooth. In the event that the market for your manufactured item goes south, you can always go back to selling minerals until you acquire alternative BPOs.
I am training up PEV at the moment (I forgot how long a skill it was for a new character!), and have been testing the market a bit with buy and sell orders for items I am considering manufacturing. The minerals are a very good idea too. I didnt actually think of that, I just thought "Let me see if people will sell me these items/buy them from me".
/me heads to the minerals screen! |

ChaoticDemon
The Chandrian Against ALL Authorities
2
|
Posted - 2012.05.08 21:58:00 -
[40] - Quote
Also try to avoid selling things people say are profitable on forums since after a few days or less won't be. And any new items released in a patch are very good till market is saturated |
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Aubrey Addams
University of Caille Gallente Federation
15
|
Posted - 2012.05.09 09:45:00 -
[41] - Quote
I used to check the supply / demand first, then produce the item, then put up the sell order for the item for around the highest price I found in the item's 1-3 month market history. Then I just wait for the supply to run out, and reach my sell orders. You need to have patience for this and sometimes your item will wait on market for 1-3 weeks before the supply sold out, but if its reach you, your stuff will sold high. Thats why I produce different kind of things, so I have constant income, because there is usually an item which reaches a supply drain and people can only buy it for high.
I also don't participate in 0.01 ISK wars on selling side. If I have 200 items to sell, and there are sell orders before me for 5, 10, 40 item / order for example, and demand is 500/day, I put my sell orders behind the low quantity, because they will filled, then I will be the next, and I can sell my stuff higher.
For buy, I put buy orders, than wait half-1 day, and usually they filled without having to compete. Also if I want to buy 300.000 of something and there are buy orders for less quantity, I put my buy orders below them, cause they usually will be filled, and after then mines are filled too, and I can buy cheap and not generate rising prices.
You can also generate price fall / destroy a market if you always put your sell orders for the cheapest price, because then others starting to compete you and price will start to roll lower and lower. That's not so bad if others put their orders just 0.01 ISK before, but there are always some ppl who don't have patience and put sell orders for foolishly low prices and destroys yours and others market.
Remember, these are not the best tactic if you need money fast and you play hardcore industrial, but if you just play 1-2 hour / day casual and don't want spreadsheet and counting, hauling, ordering all day. I could produce lots of items and sell them with lower profit, and maybe my final ISK balance would be higher, but I just don't like to produce and play the businessman all day along. |

Harland Glasby
Science and Trade Institute Caldari State
0
|
Posted - 2012.05.09 23:44:00 -
[42] - Quote
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  |

Aluka 7th
31
|
Posted - 2012.05.14 08:20:00 -
[43] - 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). |

Zordon
EXPCS Corp SpaceMonkey's Alliance
1
|
Posted - 2012.05.19 00:00:00 -
[44] - Quote
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. |

Aluka 7th
32
|
Posted - 2012.05.22 14:32:00 -
[45] - 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! |

TigerXtrm
Cadre Assault Force Initiative Mercenaries
15
|
Posted - 2012.05.22 23:26:00 -
[46] - Quote
Nice guide, going to bookmark this and come back to it someday :). |

Aluka 7th
32
|
Posted - 2012.05.24 07:42:00 -
[47] - 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
|
Posted - 2012.05.25 09:35:00 -
[48] - 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. |

Scrapyard Bob
EVE University Ivy League
1044
|
Posted - 2012.05.25 09:55:00 -
[49] - Quote
General rule of thumb: If someone is able to relist your goods at a higher price, and they sell at that price, then you were pricing things too cheap. Charge all that the market will bear .
The caveats: - They may be trying to sucker you in some fashion. - If the margins get too good, other manufs will jump in, or people start shipping in product from other hubs.
Personally, I love speculators and relisters as they help reset prices to a higher peg point for a week or two until the undercutting drives prices back down. In the meantime, I just ship a larger percentage of my recently produced goods into that market to take advantage of the better margins over the other markets that I supply.
|

Aluka 7th
33
|
Posted - 2012.05.30 14:00:00 -
[50] - 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.
|
|

Skippermonkey
Tactical Knightmare
1025
|
Posted - 2012.05.31 14:40:00 -
[51] - Quote
Morgan Dinn wrote:... and have them on ME10 a minimum. Comments like this..
It'd be far more useful to research what ME level is appropriate for the BPO you are interested in than just plumping for ME10 and hoping for the best. (go here to find out http://zofu.no-ip.de/bpo )
Conversely, PE10 seems to be a great 'one size fits all' for pretty much every BPO i can think of My homeboys tried to warn me But that butt you got makes me so horny |

Mike Pegg
Assisted Homicide Paradigm Shift Alliance
0
|
Posted - 2012.06.02 11:10:00 -
[52] - Quote
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 |

Aluka 7th
39
|
Posted - 2012.06.03 12:06:00 -
[53] - 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
|
Posted - 2012.06.09 09:36:00 -
[54] - 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 |

Servitor 001
Rules of Acquisition Acquisition Of Empire
2
|
Posted - 2012.06.10 07:23:00 -
[55] - 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?
Spin that a little bit......
Look into mineral compression via modules, their are some modules that when built take up less m3 than the minerals needed to build them. Someone with the right standings and skills can reprocess those mosules and get almost or all the minerals back.
Combine a ship BPC with enough of those modules to provide the minerals to build out the BPC and sell that lot as a package.
There is quite a demand for these pakages in some areas...... |

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

Adhar Khorin
AK Sciences
10
|
Posted - 2012.07.06 17:06:00 -
[57] - Quote
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.
|

Aluka 7th
58
|
Posted - 2012.07.15 18:34:00 -
[58] - 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. |

Ginger Barbarella
State War Academy Caldari State
11
|
Posted - 2012.07.16 00:19:00 -
[59] - Quote
Beliandra wrote:Skippermonkey wrote:meh, i wouldnt recommend anyone tries to sell on the market without Production Efficiency 5
You'll end up selling your items for less than it cost you to build it If you're a complete beginner and want to get a feel for manufacturing to see if it is fun or not, you can make a profit with Production Efficiency 0 if you avoid the hubs and do business out in the sticks. There's really no need for a beginner to spend a couple of weeks training Production Efficiency 5 only to discover that they don't actually find a manufacturing career enjoyable.
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. |

Reaper gI
Me Wanna Machariel
0
|
Posted - 2012.07.16 12:59:00 -
[60] - Quote
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. |
|

Aluka 7th
65
|
Posted - 2012.07.28 19:46:00 -
[61] - 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. |

Aluka 7th
65
|
Posted - 2012.08.13 06:05:00 -
[62] - Quote
bumper for new readers  |

Atrum Skyhunter
Tis But A Scratch
9
|
Posted - 2012.08.15 05:26:00 -
[63] - Quote
I'd like to note that without Production Efficiency at lvl 4 it's impossible to make a profit on anything T1, or at least any of the 200+ items I've looked at. Even with PE at 4, you're still looking at around only ~%20 profit listing at current sell prices, so any impressive ISK/hour is going to require a massive amount of start up capital. |

Adamina
Butter Sculptures
4
|
Posted - 2012.08.15 12:30:00 -
[64] - Quote
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. |

Aluka 7th
67
|
Posted - 2012.08.17 07:17:00 -
[65] - 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?. |

Bluestream3
the Goose Flock
17
|
Posted - 2012.08.17 14:05:00 -
[66] - Quote
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. |

Aluka 7th
68
|
Posted - 2012.08.17 14:15:00 -
[67] - 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). |

Kaara Invokis
Cooking with Lightbulbs
15
|
Posted - 2012.08.17 15:57:00 -
[68] - Quote
Aluka 7th wrote: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).
Agreed immensely, PE is really undervalued. I usually manufacture in blocks of 24h, and 15 PE is the difference between say 9 or 10 drakes in that time block. If you're producing something with a high turnover rate, its defninitely worth taking the hit in tied up materials to make more money per line
OnTopic: I usually make around 15-25mil/day per production line (excluding trading profit) - the biggest issue is financing though. If you're able to put the money in and have the freightering ability, you can really make profit. Supplementing this with trading profit and you can make 40-50mil/day per line. |

Bluestream3
the Goose Flock
17
|
Posted - 2012.08.17 16:26:00 -
[69] - Quote
Aluka 7th wrote: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). Oh, sorry. I didn't read the OP carefully enough.
I think 5-10 mil/day is alright as long as it's Jita (large volumes). With time you keep building a BPO collection and the more you have the more choices you have when deciding what to build, and that's good because that lets you catch more of the spikes. I remember back when I was selling rigs in Rens that there was a cycle with some rigs. They would spike up to about 100 mil/day, then would decay from there to being almost worthless to build. This is the best time to build them, because everyone else stops which makes them spike in value again as the demands aren't met, and the cycle starts over. Sometimes you could sell 3 days worth of production at about a 100 mil/day profit. This was a while ago though, I think it was the patch where they released tier 3 battlecruisers which increased demand for medium shield extenders suddenly. It has probably changed by now. |

Roman Fuego
Science and Trade Institute Caldari State
0
|
Posted - 2012.08.18 03:47:00 -
[70] - Quote
I get a bit of a laugh at all the posts talking about how unprofitable T1 in jita is. I've been doing quite well for months doing primarily T1 in jita. Relisters are constantly buying up items and helping everyone make a nice profit. They key is that you need a good method for figuring out what to make.
|
|

AnnaBelle Bartlet
AnnaBelle Farms
0
|
Posted - 2012.08.26 23:58:00 -
[71] - Quote
Thanks for posting this very informative guide. I'm currently mining/trading/missioning to build up some capital while acquiring suitable manufacturing skills and researching profitable opportunities.
The biggest problem I can see is lack of research/copy slots at NPC stations. I understand that there are a couple options - build a POS (too expensive for me), or join a manufacturing alliance. The second option seems reasonable to me, but I don't know what kind of questions to ask to find the right manufacturing alliance situation for me. Any suggestions?
|

Elias Way
Really Big Corporation
0
|
Posted - 2012.08.28 15:58:00 -
[72] - Quote
If you are just starting out, don't bother with BPOs. You can get a large variety of well researched BPC's via contracts, and the prices are pretty reasonable. That is what I have been doing. You can even get lucky and find a nicely researched BPO in contracts from time to time as well.
|

John Cant
Disturbed Blood Astrometrics
0
|
Posted - 2012.08.29 11:01:00 -
[73] - Quote
I'm heading back into manufacturing again and having to recreate my bpo collection following a WH disaster many moons ago. The key to my profitability at the moment is "run as many production lines as possible". Maximise the output you can as to profit from T1 you need to be able to very quickly produce in bulk to take advantage of market fluctuations.
%profit per item is all very well, but if you can't fill the demand then You'll miss the opportunities. I just shifted from one production line for my 30% profitable item to ten concurrent lines. It's small enough to move in bulk so I can quickly run off enough to keep pace with the demand, plus also enableing me to buy up surplus (still at a profit though) and ship it between trade hubs.
Finally, it's amazing how few people are prepared to travel to pick up a bargain. As I was "deadheading" past a FW system en route to pick up resources I took a (large) cargo hold full of shuttles and sold all on the FW hub market at 5x market value. Everyone there needed shuttles to let them go and spare ships, so I provided them....
JC. |

MushroomMushroom
Consolidated Sprocket
42
|
Posted - 2012.08.29 14:13:00 -
[74] - Quote
This guide is really mistitled, its really a guide on how to merge trading, manufacturing, hauling, and market seeding into one venture without properly identifying profit centers.
If you want to get ahead, you need to understand and seperate your profit by category; your manufacturing profit is what you can make buying from a sell order, manufacturing, and selling to a buy order. All the rest is not actually manufacturing profit. If your making trade profit, it can often be more profitable to resell without manufacturing at all.
As for production efficiency 5, there are often products you can make at a manufacturing profit that do not require 5, but they are hard to find unless you have program doing it for you. The vast majority of products require 5 to make a respectable profit, and many require 5 + ME research. As an example, currently you can produce Cap 800 charges at a profit, buying minerals off sell orders in Jita, taking them to the nearest open factory slot, building the charges, and then selling the charges in Jita to a buy order, with production eff 4 it would turn a profit of 15mil/line/day till the current buy orders are cleared. |

Lady Katherine Devonshire
Royal Ammatar Engineering Corps
43
|
Posted - 2012.08.31 02:18:00 -
[75] - Quote
If you have contacts with low/nullsec player corps with POS manufacturing (i.e. people who make T2 items) then you can arrange to be their supplier of the T1 base items that they will both require in abundance and probably don't want to bother making for themselves.
This is especially true of rigs, as one look at the market reflects the narrow group of people who actually even bother with producing them. So there is a market for those who buy salvage and produce rigs, and an even larger market for those who can produce rigs specifically for others to upgrade in T2 variants. You both profit. |

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

Ginger Barbarella
State War Academy Caldari State
98
|
Posted - 2012.09.06 15:57:00 -
[77] - Quote
Atrum Skyhunter wrote:I'd like to note that without Production Efficiency at lvl 4 it's impossible to make a profit on anything T1, or at least any of the 200+ items I've looked at. Even with PE at 4, you're still looking at around only ~%20 profit listing at current sell prices, so any impressive ISK/hour is going to require a massive amount of start up capital.
This is patently false (unless you, for some reason, insist on selling in Jita, Amarr, or Dodixie). It's quite easy to make profit on a wide range of T1 items in markets where you don't have to slash prices to sell. As I said before, KNOW YOUR MARKETS. If anyone has trouble honestly understanding this concept, there are plenty of threads out there on it. If you want the Easy Button answer, start a new thread about such, and you're bound to get VERY helpful pointers on exactly how to find, analyze, and market your stuff. |

Aluka 7th
74
|
Posted - 2012.09.06 17:33:00 -
[78] - 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 
|

Suni Khan
The Last Call. Black Core Alliance
8
|
Posted - 2012.09.06 17:35:00 -
[79] - Quote
Ginger Barbarella wrote:Atrum Skyhunter wrote:I'd like to note that without Production Efficiency at lvl 4 it's impossible to make a profit on anything T1, or at least any of the 200+ items I've looked at. Even with PE at 4, you're still looking at around only ~%20 profit listing at current sell prices, so any impressive ISK/hour is going to require a massive amount of start up capital. This is patently false (unless you, for some reason, insist on selling in Jita, Amarr, or Dodixie). It's quite easy to make profit on a wide range of T1 items in markets where you don't have to slash prices to sell. As I said before, KNOW YOUR MARKETS. If anyone has trouble honestly understanding this concept, there are plenty of threads out there on it. If you want the Easy Button answer, start a new thread about such, and you're bound to get VERY helpful pointers on exactly how to find, analyze, and market your stuff.
I know what you are trying to say. But if I can't sell merlins for example with a profit in jita. but I can in amarr. Why would I bother producing them to sell instead of taking the short route and just buy them in jita and sell them in amarr.
Obviously it aint bad to expand were to sell. and if you can make profit on something in jita. but the profit is a lot higher somewere else. you cn obviously ship some goods out there and sell it there. but thats trading profit and not manufacturing profit.
also there are plenty of T1 items that have a profit margin at PE 3 or even lower escpecially if the BP you are using in researched to some degree.
I redownloaded EIH a week ago and forgot to put in my API. so everything was calculated as if I have 0 skill in anything. and even then it showed some slow moving items that have a profit on them. and MANY MANY were making only 2-5% loss. PE 3 or a researched BP would have fixed that |

Lambert Simnel
PWLS Enterprises
1
|
Posted - 2012.09.07 05:55:00 -
[80] - Quote
MushroomMushroom wrote:If you want to get ahead, you need to understand and seperate your profit by category; your manufacturing profit is what you can make buying from a sell order, manufacturing, and selling to a buy order. All the rest is not actually manufacturing profit. If your making trade profit, it can often be more profitable to resell without manufacturing at all
But why would you do this?
- You should be buying minerals from your own buy order placed below sell price (or even better direct from a mining corporation at below 'buy' price).
- Manufacturing with the least cost possible (the ideal is PE5, a well researched blueprint and a POS, but as others have pointed out this isn't essential - it just maximises your profit)
- Then sell to a sell order (not a buy order) in a location that gives you a profit but also has consistently high volumes.
There are lots and lots of T1 items that are profitable you just need to do your homework. |
|

Aluka 7th
76
|
Posted - 2012.09.20 11:52:00 -
[81] - 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
|

Fougerius
Industrial Blue Starfleet Federation
2
|
Posted - 2012.09.20 13:19:00 -
[82] - Quote
Thanks a lot for this post!
As a young manufacturer I started buying every BPO I could especially ship ones then I realised it was useless.... I'll go for your style :) I'm sure it will work out better. |

Aluka 7th
76
|
Posted - 2012.09.20 13:37:00 -
[83] - 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
|
Posted - 2012.10.08 13:14:00 -
[84] - 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
|

Aluka 7th
78
|
Posted - 2012.11.06 06:43:00 -
[85] - 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 :) |

Morbidibrom
Universal Might Monkey Circus
0
|
Posted - 2012.11.13 17:45:00 -
[86] - Quote
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?
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)?
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? |

Aluka 7th
78
|
Posted - 2012.11.14 19:35:00 -
[87] - 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. |

Acid Kanshi
Red Federation RvB - RED Federation
17
|
Posted - 2012.11.15 08:01:00 -
[88] - Quote
You guys should check out - http://www.eve-cost.eu/calculator EVE-Cost is a manufacturing tool for EVE players. http://www.eve-cost.eu |

Aluka 7th
81
|
Posted - 2013.02.03 16:15:00 -
[89] - Quote
Bump :)? |

Aldarr Mentakk
Mandalorian Acquisitions
18
|
Posted - 2013.02.04 08:17:00 -
[90] - Quote
This is very good I was making modules and ships at around 100k isk profit per unit but now that I'm getting the skills trained up that you described i'm seeing more profits every time a skill completes, specifically the production efficiency skill. Thanks! |
|

Lord Davian
Fusion Technology
0
|
Posted - 2013.02.06 21:24:00 -
[91] - Quote
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. |

Not Politically Correct
Veerhouven Ventures
139
|
Posted - 2013.02.08 00:10:00 -
[92] - Quote
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.
|

Industrialist Ajidica
Republic University Minmatar Republic
0
|
Posted - 2013.02.13 02:20:00 -
[93] - 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.
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. |

Aluka 7th
82
|
Posted - 2013.02.26 20:12:00 -
[94] - 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
|
Posted - 2013.02.26 20:20:00 -
[95] - 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
|
Posted - 2013.02.26 20:37:00 -
[96] - 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. |

Kelleris
Ars ex Discordia Test Alliance Please Ignore
5
|
Posted - 2013.02.27 21:15:00 -
[97] - 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?
The only way you are ever going to do this w/o beating your head against a wall is to join a group that has "doctrine ships" (eg. null-sec alliances) and import and fit these ships and sell on contracts in the warzone or main hub for that group. This is made enormously easier if you have access to JF/carrier (you don't need to own, just find someone to do the heavy lifting for you). Note that most of these fits will use meta/T2/faction modules so you probably wont be building most of them, but you can make the hulls and rigs pretty easily w/o getting into T2 production (not for the faint of heart). |

Silvain Bordelon
EVE University Ivy League
0
|
Posted - 2013.05.06 15:04:00 -
[98] - Quote
Awesome thread full of useful info, I'm glad I found it. As someone very new to Eve this thread is very helpful.
I'm aiming to be primarily an Industrialist with some combat on the side, but somehow got sidetracked into mission running.
This thread has me back on track, Production Efficiency currently at 4, buy orders are out for minerals.
Once the kids are in bed I'll crack on with identifying something with a bit of profit...hopefully ;) |

Demoness666
Equilibrium Tech Labs
0
|
Posted - 2013.05.08 11:12:00 -
[99] - Quote
Till now I don't swallow the idea of manufacturing T1 items, The only exception I can't find are Ships, Rigs, MWD modules. Other than that, I think it's hard to sell T1 items by just making small glimpse on the saturation of the T1 items in market.
Someone mentioned before in this thread T1 ammo, I have never bought any T1 ammo in my EVE life. You are always advised when it comes to pve/pvp is, to overcome the low SP preventing you to use T2 guns + T2 ammo is use faction ammo, so who is the hell buying T1 ammo ? |

Tau Cabalander
Retirement Retreat Working Stiffs
1804
|
Posted - 2013.05.08 20:14:00 -
[100] - Quote
Demoness666 wrote:Someone mentioned before in this thread T1 ammo, I have never bought any T1 ammo in my EVE life. You are always advised when it comes to pve/pvp is, to overcome the low SP preventing you to use T2 guns + T2 ammo is using faction ammo, so who is the hell buying T1 ammo ? If you can't use T2 weapons, well, you use T1 ammo for missions. You also use it for PvP if you are keeping costs low.
T1 "ammo" that everybody forgets about: * Capacitor charges (not everybody pays the Navy premium). * Scripts. * Bombs.
There are exceptions to every rule 
T1 ammo is also commonly used in POS turrets (autoCannons use a sh** ton of ammo), as they don't support T2. Dreadnoughts also use T1 ammo, because faction XL is very expensive.
I've earned billions upon billions selling T1 (admittedly not ammo), because so many others ignore it. |
|

I Accidentally YourShip
eHarmony Inc. Phobia.
179
|
Posted - 2013.05.08 21:33:00 -
[101] - Quote
Demoness666 wrote:Till now I don't swallow the idea of manufacturing T1 items, The only exception I can find are Ships, Rigs, MWD modules. Other than that, I think it's hard to sell T1 items by just making small glimpse on the saturation of the T1 items in market.
Someone mentioned before in this thread T1 ammo, I have never bought any T1 ammo in my EVE life. You are always advised when it comes to pve/pvp is, to overcome the low SP preventing you to use T2 guns + T2 ammo is using faction ammo, so who is the hell buying T1 ammo ?
Unless I'm blitzing I certainly don't fire faction or T2 ammo in my MWD mach, it's not necessary as it spits a lot of lead per second. With an MWD I never need the reach of barrage because I'm in range so quickly it doesn't matter and hail is trash. So I use T1 ammo. If I was using something a little more ammo efficient I would probably fire faction or T2.
I also don't use faction ammo POS bashing. |

I Accidentally YourShip
eHarmony Inc. Phobia.
179
|
Posted - 2013.05.08 21:36:00 -
[102] - Quote
Tau Cabalander wrote:Demoness666 wrote:Someone mentioned before in this thread T1 ammo, I have never bought any T1 ammo in my EVE life. You are always advised when it comes to pve/pvp is, to overcome the low SP preventing you to use T2 guns + T2 ammo is using faction ammo, so who is the hell buying T1 ammo ? If you can't use T2 weapons, well, you use T1 ammo for missions. You also use it for PvP if you are keeping costs low.
You really should use faction in all pvp situations, you don't need to carry thousands of rounds for pvp. You'll probably lose your ship for the majority of pvp before you go through a significant amount of it, and the dps advantage could save your ship. |

Rizi Shi
Brave Newbies Inc. Brave Collective
0
|
Posted - 2013.05.11 12:18:00 -
[103] - Quote
Really nice guide, thanks for posting :) I have a issue, which was not touched on this topic. What if I had decided to be an mining/industrial early in my eve life and have invested a lot of time to bring the skills up for it (refining 5, refining efficiency 5, industry 5, PE 5, mining 5, and am now working to get astrogelogy, mass production and mining barge to 5). And in the mean time, while all the skills were training I only mined (without selling the minerals) and doing missions to get my caldary navy standing up to 7.something.
So all in all now I have good skills, good standing, plenty of raw materials and a big chunk of capital, but I am missing what you guys are calling player skills :) (I just started playing 3 months ago) . I am familiar from real life with spreadsheets, profit calculation, return of investment and other stuff like that but understanding the products and what sells where and why is something that still eludes me. I did manage to find a product that gives me around 3 mil / day / production line on blueprints that are not researched at all. And it involves me doing a lot of hauling (in my badger ii, even when I produce it 1 jump away from jita, I need to do 8 round trips to move all the stuff I produce in 1 day, and I only use 2 production lines, so that means 16 jumps I guess) I saw you guys mentioning 5-10 mil / per production line / day so I guess I am definitely doing something wrong :)
Would any of you guys more experienced industrial guys offer to mentor me a little :)
If my eternal gratitude and friendship would not be enough to convince you to waste your time maybe we can agree for some business arrangement (like me producing components for your production line so that you can focus on the final product not the components or I can offer my perfect refining skills if you do not have the necessary standing in caldary area).
Message me in game :) thanks |

Mari Hata
Main Street Crafts and Goods
21
|
Posted - 2013.05.11 13:48:00 -
[104] - Quote
Rizi Shi wrote:blueprints that are not researched at all. (...) so I guess I am definitely doing something wrong :)
I think we have an answer...
Here, have a look at these blueprint calculators. SHould help you increase your isk/h/line : http://zofu.no-ip.de/bpo http://www.fuzzwork.co.uk/blueprints/ |

Termy Rockling
EVE University Ivy League
46
|
Posted - 2013.05.11 16:34:00 -
[105] - Quote
Almost all bpos need atleast couple levels of research, there are some which are "perfect" at 0 ME but most mineral based stuff needs research, just dont bother researchin off the last couple bits or tritanium or pyerite and such, when the difference of 100 more ME levels is 5 isk, it just isnt worth it :)
Your listed skills doesnt mention production efficiency, super important. Reason your item is profitable is most likely because its large, hard to move. Like cap boosters, ice harvesters and strip miners. |

Rizi Shi
Brave Newbies Inc. Brave Collective
0
|
Posted - 2013.05.11 16:38:00 -
[106] - Quote
well yes, if I get a bp with ML 20 and PL 10 I can get 2.5 more products and it's almost 100k cheaper / product. So yeah, that would mean an additional 2 mil / production line but such a BP costs 60 mil, so not sure if it's worth it . And the thing I am producing is fluctuating so not sure if I should invest 60 mil in it and then in 1 week I can not sell it any more :) |

Rizi Shi
Brave Newbies Inc. Brave Collective
0
|
Posted - 2013.05.11 16:46:00 -
[107] - Quote
Termy Rockling wrote:Almost all bpos need atleast couple levels of research, there are some which are "perfect" at 0 ME but most mineral based stuff needs research, just dont bother researchin off the last couple bits or tritanium or pyerite and such, when the difference of 100 more ME levels is 5 isk, it just isnt worth it :)
Your listed skills doesnt mention production efficiency, super important. Reason your item is profitable is most likely because its large, hard to move. Like cap boosters, ice harvesters and strip miners.
my PE is lvl 5 so I can produce and refine with at highest efficiency. But yes, the most annoying thing about my product is that it is a large size (I can only move 3 at a time in my badger II) |

Mari Hata
Main Street Crafts and Goods
21
|
Posted - 2013.05.11 17:01:00 -
[108] - Quote
Rizi Shi wrote:well yes, if I get a bp with ML 20 and PL 10 I can get 2.5 more products and it's almost 100k cheaper / product. So yeah, that would mean an additional 2 mil / production line but such a BP costs 60 mil, so not sure if it's worth it . And the thing I am producing is fluctuating so not sure if I should invest 60 mil in it and then in 1 week I can not sell it any more :)
You're assuming you won't research your own BPOs then. I wonder what's the proportion of manufacturers who go this way, but it never hurts to have a research job here and there. I'd wager most of them have a dedicated POS for labs. At least I do. |

Rizi Shi
Brave Newbies Inc. Brave Collective
0
|
Posted - 2013.05.12 07:36:00 -
[109] - Quote
Mari Hata wrote: You're assuming you won't research your own BPOs then. I wonder what's the proportion of manufacturers who go this way, but it never hurts to have a research job here and there. I'd wager most of them have a dedicated POS for labs. At least I do.
Well that's why I need a mentor :) but how do you research a bp, it takes 25-30 days just to wait for an open slot, how can you predict if something will still be profitable 1 month in advance? |

Tightass Trixie
Burning Skull Syndicate Viro Mors Non Est
5
|
Posted - 2013.05.15 05:14:00 -
[110] - Quote
instead of wondering whether just one product will be profitable, find a bunch of them and diversify your potential products. if someone dumps a ton of stock in one of those products and depresses the market for a bit, you can choose to sell your stuff in another market with better prices, or hold on to your inventory for that specific product and move on to one of your other product options.
eventually (no guarantee) that depressed market will recover when the low sell is gone and the original item will become profitable again.
also watch the historical average prices for 6 months or a year to see if there are regular undulations in the market pricing that suggests external manipulation --- buy low and sell high, or time your builds to come out as the price is heading up, not down. |
|

Tau Cabalander
Retirement Retreat Working Stiffs
1824
|
Posted - 2013.05.15 05:36:00 -
[111] - Quote
Rizi Shi wrote:Well that's why I need a mentor :) but how do you research a bp, it takes 25-30 days just to wait for an open slot, how can you predict if something will still be profitable 1 month in advance? Forum search.
https://forums.eveonline.com/default.aspx?g=posts&m=2349127#post2349127 https://forums.eveonline.com/default.aspx?g=posts&m=2333831#post2333831 https://forums.eveonline.com/default.aspx?g=posts&m=1802268#post1802268 https://forums.eveonline.com/default.aspx?g=posts&m=1169412#post1169412 https://forums.eveonline.com/default.aspx?g=posts&m=1798288#post1798288 https://forums.eveonline.com/default.aspx?g=posts&m=1765290#post1765290 https://forums.eveonline.com/default.aspx?g=posts&m=810534#post810534
I've had so few requests lately that I've run out of BPO to research, and have been researching my own BPO to silly levels, so my slots are currently filled with longterm jobs, like frigates to ME 300  |

Aluka 7th
88
|
Posted - 2013.06.10 11:22:00 -
[112] - 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. |

Lennvas
State War Academy Caldari State
3
|
Posted - 2013.06.11 11:03:00 -
[113] - Quote
As I consider to meddle with some manufactoring in T2, I have a question which is yust as valid for T1 I believe:
Lets say I have a portfolio of 5 different BPOs and am able to use 5 lines simultaneously, should I just plug in these BPOs or should I get 5 BPOs for every different item and then produce one at a time in bulk? The Bulk would be carried to a hub, whenever the collateral of 1 billion is nearly reached. Considering the market volume is capable to absorb my "bulk" in the time it takes me to produce these amounts of items. |

Aluka 7th
88
|
Posted - 2013.06.11 13:34:00 -
[114] - 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. |

Mackie Avelli
Reckless Cowards
9
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Posted - 2013.06.12 01:02:00 -
[115] - Quote
chruker.dk give you an "optimal" ME for whichever blueprint it is you're looking to research, this value seems to be the best option to aim for if you solely want to balance research time and profitability.
e.g. Augoror blueprint has a suggested "optimal" ME of 3
http://games.chruker.dk/eve_online/item.php?type_id=970
I'd check the numbers to be doubly sure, but it's a quick way of judging the speed with which you can have a researched BPO ready to manufacture from in a reasonable amount of time. |
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