Research and manufacturing
Most items in New Eden are manufactured by players. To manufacture something, you require the skills and a blueprint which details the materials needed and the length of time it will take to produce any item. The blueprints can be researched in laboratories to decrease the material requirements, the manufacturing time of products, or to produce blueprint copies which you can sell to other players, use in your Corporation's remote locations or attempt improve in order to invent a higher tech level item.
To use a factory or lab slots and install a Science & Industry job, you require certain skills from the Industry and Science skill sets. The basic pre-requisite is the parent skill of both groups, Industry and Science. If you have chosen to have your starter character specialize in Research or Industry, he or she might already have these skills. They allow you to rent either one factory slot in the case of Industry or one lab slot in the case of Science. With these two skills, you can begin to manufacture or research the most common items.
For manufacturing, there are more skills which allow you to further specialize and reduce the costs of manufacturing as you train in those skills. They are:
Production Efficiency - The most critical skill for any production character. After you've bought it, train it until you reach Level 5. Production Efficiency is the single biggest must-have skill to be effective and competitive when producing goods, and unlike many skills, the payoff for reaching Level 5 is worth it. Your base incompetence waste without this skill is 25%. Each level trained in this skill will reduce the skill based material multiplier of 1.25 by 4%, which effectively translates to a 5% reduction in materials used to manufacture items per skill level. If you intend to embark on a serious career in Industry, it is recommended that you train this skill as early as possible.
Mass Production and Advanced Mass Production - These skills allow you to use one additional factory slot per level so that you can run multiple manufacturing jobs at once, up to a maximum of 11 slots.
Supply Chain Management - This skill allows you to start manufacturing jobs remotely, assuming you have the blueprint and necessary materials at the blueprint location. Level 1 allows for range within the same solar system, Level 2 extends that range to systems within 5 jumps, and each subsequent level doubles it. Level 5 allows for full regional range.
Blueprint Research Skills
Metallurgy - Advanced knowledge of mineral composition. 5% Bonus to material efficiency research speed per skill level.
Material Efficiency research of a blueprint original (BPO) lowers the built-in material waste of that blueprint and any copies of it. Most BPO have base material waste of 10% at M.E. 0 though there are some that have 5%. This skill reduces the amount of time it takes to increase the material efficiency (M.E.) level of a BPO, thereby reducing the built-in material waste.
Example: If it takes one hour of material efficiency research to increase the M.E. level of a BPO by 1 without this skill, then with level 5 it takes 25% less research time, or 45 minutes of research.
Research - Skill at researching more efficient production methods. 5% bonus to blueprint manufacturing time research per skill level.
Production Efficiency research of a blueprint original (BPO) lowers the bulit-in production time waste of that blueprint and any copies of it. All BPO have 25% production time waste at P.E. 0. This skill reduces the amount of time it takes to increase the production efficiency (P.E.) level of a BPO, thereby reducing the built-in production time waste.
Example: If it takes one hour of production efficiency research to increase the P.E. level of a BPO by 1 without this skill, then with level 5 it takes 25% less research time, or 45 minutes of research.
You have one laboratory slot without these skills, and a maximum of 11 laboratory slots with both skills at level 5.
It is often considered better to stop training on a main character, and switch to training an alt for more slots rather than training Advanced Laboratory Operation past level 4, because of how long it takes to train level 5. Still, many dedicated individuals do spend the training time for the gain of one additional slot.
Scientific Networking - Skill at running research operations remotely. Each level increases the distance at which research projects can be started. Level 1 allows for range within the same solar system, Level 2 extends that range to systems within 5 jumps, and each subsequent level then doubles it. Level 5 allows for full regional range.
As blueprints are central to production, it is important to cover what the information on a blueprint means in considerable detail. Once you have a blueprint in your cargo hold or hangar, you can right-click on it to get detailed information about it. Note that blueprint stats do not take into account any skills you possess (or lack). They do take into account any research that has been performed on them.
Blueprints have a number of tabs, the most important of which is the Attributes tab. Even if you do not have a blueprint yourself, you can look at them on the market by clicking the Info button to inspect their attributes and requirements. The Bill of Materials tab and sub-tabs display the skill and material requirements for running any type of manufacturing or research job (see Activities below) with the blueprint.
Original / Copy - States whether the blueprint is an original (which can be researched or copied) or a copy.
Product - Reveals what item the blueprint is used to manufacture and the number produced per manufacturing run.
Material Level - Indicates the material efficiency of the blueprint. This can reduce the materials required by up to 9%.
Wastage Factor - Indicates the level of wastage of the blueprint and is directly related to its material level.
Copy - yes/no - Confirms whether the blueprint is a copy.
Productivity Level - Indicates how many times the blueprint has completed a Time Efficiency research job. This can reduce the time it takes to complete a manufacturing job with the blueprint by up to 20%.
Licensed Production Runs Remaining - When you copy a blueprint, you have to decide how many runs it will be good for. The more runs you set, the longer the blueprint copy takes to make. Each run remaining allows 1 batch of the item to be made in a factory. Typically, ammunition and drones have a maximum of 1500 runs, equipment has a limit of 300, frigates can be set with at most 30 runs, industrials and cruisers have a limit of 15, and battleships 10. You may notice that some blueprints have this value set at Infinite (as a result of being copied prior to the patch which implemented this feature). This means what it says: you can use the copied blueprint infinitely without problems.
Manufacturing / Research Material / Research Copy / Research Productivity Time - Indicates the time the job will take for you and the base time of the blueprint.
Using Blueprints - A Guide to the Science & Industry Interface
Once you have the skills you need for production, you need to make some decisions in terms of what to produce. In general, there are two reasons people make things:
If you have decided to build things to use for yourself or your Corporation, you should concentrate on items you know you will use and continue to need. For an individual, ammo fits this category well. Some equipment, and possibly ships, may be worth making if you go through a lot of them. For Corporations, any gear that members use on a regular basis is worth having a Blueprint of.
Just keep in mind that that there are many players manufacturing goods, so you need to be smart about selecting what to make in order to turn a profit.
When it comes to sales, there is a plethora of information available in the market to help you make an informed decision. Hiding in the Market Screen is historical information on anything and everything you can buy in the market. If you open up the Market and drill down to select a single item, you will see the map of the region used in the supply and demand displays. This is what most people use the market for and are familiar with. There's a lot more information, though, for the discerning player who is planning to build a mercantile empire.
Specifically, this refers to the History tab. If you click on this, you can see how well an item has sold over a period of time. By adjusting the combo boxes on the left, you can view how well an item has sold at the station or throughout the region. You can see how many items have sold each day, the high and low prices, as well as the average. While this may seem a bit dry, it's invaluable information for planning what you're going to sell.
The Science & Industry Interface is available in your Neocom or the Station Services menu when you are docked. The most used tab is the Installations tab, which indicates the types of research and manufacturing slots available within the location range you desire. There are a number of filters here to help you define your search for the right slot, as described below
Installing a Job
When Manufacturing is selected, the following needs to be filled out: Image 2
When all the fields are filled out, press OK to continue. You will be taken to an overview window to confirm the manufacturing process. Image 4 If everything is in order, press Accept Quote to start the manufacturing job.
Researching the material efficiency and time efficiency of a blueprint follows the same steps we outlined in manufacturing.
Once a job is installed, you can view its progress in the Jobs tab, which will display your personal or corp jobs if you have the role of Factory Manager. Image 5
If a job is completed, you must select the job and click Deliver, which will return the blueprint and products to the hangar (personal or corp hangar) you designated when you installed the job. Be sure and keep track of your jobs so as to not misplace your blueprint or new inventory.
You can also cancel a job in progress to return your blueprint, but will lose any materials you installed for the job as a penalty.
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