Solitude Highsec Island Research

Contiguous Highsec may have a large number of stations for research, but they are almost always busy with long wait queues. If you have the mettle to speed around Lowsec or have access to jump capable ships, you might want to consider other areas for your research.

When I could not find an open or low wait slot in Highsec, I usually took a shuttle into a neighboring Lowsec region to find open research slots. Thankfully I never encountered a boosted locking ship or smartbomb camp. After a few months of easy access to ME research slots, my Lowsec area started to get overrun so I started to look elsewhere for my needs.

After looking at Eve maps a few areas stood out to me. The Solitude region in particular contains a Highsec island (non contiguous to normal Highsec) that I have found to be perfectly isolated in terms of researchers.

There are several Highsec stations with (at the time) open or extremely low wait ME slots: Stoure, Vecodie, Octanneve, Maire, Oerse, Gererique, and Niballe.

I flew around between these systems with Capital Part and Ship BPOs with no trouble at all. Every gate between the Highsec island systems was never manned with campers.

2012-11-29_solitude_dotlanWhen looking for open slots, I often noticed a few extremely long research jobs. I infereed based on the time that these might be Titan/Supercarrier jobs.

I imagine that this type of Highsec island is perfect place to get additional ME/PE levels or copy your Titan/Supercarrier BPO. No POS to get reinforced means no risk from external factors. If I were vested in these type of large research projects, I would home here.


Dreadnought Presents

As an early Holiday present to my industry partner Raath, I decided to surprise him and buy two perfect ME Dreadnought BPOs. Each of these Dreadnought BPOs comes with over a year of research and no loss.

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I also thought that since we are going to start Dreadnought production, I might as well get a set of guns to go with the additional capital parts needed to build Dreadnought hulls. The additional part and gun BPOs are unresearched, meaning that I will have to get their ME levels up before we start to produce with them. The calculations on the capital guns show a sweet spot of ME 5-7, so I will have to spend under 20 days to get them production ready; the numbers on the new Capital Component prints show that a ME of 4 enables them to be production worthy.

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I was not able to find a perfect ME Moros or Phoenix print on the market. I doubt that I will produce the Phoenix class hull as it has poor volume and margins per the research that Eve-Fail has conducted. The Moros as far as I know remains a preferred DPS hull for structure bashing so I will need to locate a nicely researched print soon.


Trading 202: Challenges of Asset Tracking

Overview

You buy something and then sell it somewhere else at a higher price. This process is easy enough to do, but for accurate profit records it turns out to be rather troublesome due to how asset identification is implemented in Eve at the database level.

If you want to preserve a chain of custody for bookkeeping reasons, you need some additional tools for asset tracking.

Stacks and itemIDs

A single item or a stack of items is stored in the database as a single row with a unique itemID. Below is an exmaple of a Medium Shield Drone that I have in a Dodixie station.

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Every item in the game as a unique itemID that is created and destroyed when it is stacked or split.  Here is an example of what happens when you take a stack of ore, split it, and then combine it again.

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This is a very simple example, but imagine a larger trading operation. You are buying 200 implants and 3 are for your personal characters, 100 are going to your primary trade hub, and the other 97 to your secondary trade hub. As you split up the stacks, your itemIDs change. The chain of ownership gets lost along the way.

While your current orders are selling, you are going to buy more of the same implants so you can replenish stock in the trade hub. This new purchase is at a slightly higher cost, but well within good profit margins.

So how do you calculate profit? You have items at a certain price currently selling and then a new price to work with for the next batch. Do you use the last price that you bought it at? A global price from a source like Eve-Central? An average?

The ideal solution involves working with a record of quantity and price at a point in time. Once you have this information, you can keep better track of profits as you continuously sell and buy items.

Solutions

1. First In, First Out

This system can be explained by James, my coding right hand man. Here is a quote when we introduced a ‘inventory’ table to our Wallet Manager.

“As far as getting profit and costing, that’s pretty simple. We get costs in a FIFO basis (first in, first out). As purchases come in through the API, they go to the ‘inventory’ table. As things are sold, the quantities are deducted from the items in that table and the profit calculated on the original purchase cost. This allows for a pretty accurate profit calculation.

The caveat is that method is pretty prone to drift. You might buy 1,000 heavy missiles you don’t plan on selling, but they’ll end up in the table. However, we have a way of combating that.

One is that the tool works best when the characters being tracked do nothing but trade or produce. Because the Eve API doesn’t allow you to track specific instances of items well enough, that’s really the first line of defense. You can always spin an alt to buy your toys and keep them off the tool’s books.”

2. Assign Assets to a Project

Raath, my production partner that heads up development at industry.darkshadowindustries.com, uses Projects.

A asset or resource that enters the system can be assigned to a project. That item and the price can then be tracked and rolled into the final profit calculation of the job when it is completed.


Racial Starship Engineering V

After 133 days of training, I have completed a training plan on one of my production characters that now allows me to construct every Tech 3 Hull and Subsystem.

Amarrian Starship Engineering V (25 D)
Caldari Starship Engineering V (25 D)
Gallentean Starship Engineering V (25 D)
Minmatar Starship Engineering V (25 D)
Cruiser Construction V (25 D)
Jury Rigging V (8 D)

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Up next is Advanced Laboratory Operation V and Advanced Mass Production V to polish off the industry skills.

I’ve run the profit potential numbers on both the Hulls and Subsystems and they are both a good time investment. I just need to either wait for a POS rework or grind standings for a highsec POS.

I have little to no interest in setting up a production POS in lowsec due to the ability of any entity coming along and reinforcing the POS. I would rather operate under the umbrella of a 24 hour wardec timer that would allow me to bring up defenses and recover industry items before the war goes live.

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November Financial Report

Overview

My trading and industry focus tends to ebb and flow over time. Station trading, ship building, reactions, tech2/tech3 construction, and other types — one venture may not be the most appropriate  path to success at the given time. Focus on daily ‘0.01 ISK’ trading has fallen off as we’ve moved our focus to Carrier production.

Our mineral compression location has been fully stocked with compression appropriate blueprints, logistic supply lines to our production system have been sorted out, and the initial ISK investment in Capital blueprints has taken place.

Sales from our first Carrier batch have proven profitable, so my partner and I are pleased with the initial results.

Heavy Industry

Current industry jobs contain guns for mineral compression, Carrier hulls, and getting more ME/PE work done on idle ship blueprints and Capital related blueprints.

My two industrial characters are polishing off Advanced Laboratory Operation and Advanced Mass Production to V, which is around a 27 day train each, to maximize their production abilities.

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Procurer Blueprints

In an attempt to sell off the stockpile of blueprints that I acquired from price speculation in the Inferno expansion, I have started to become more aggressive with their pricing.

Profits per blueprint have come down into the 250-350 M range. Though they are now worth much more when sourced from NPC suppliers, the market is glutted with people that made the same move as me. My preference is to sell off the stock of 20 prints that I have and to move the ISK into minerals or Capital prints.

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Charts

I’m seeing a slow, profitable burn the past few months despite spending money on a Capital Ships and Racial Carrier skillbook in addition to a PLEX for a friend to keep his account active.

We’re still turning a profit and I expect the pace to accelerate as our Capital ship production line grows into a full-fledged, efficient operation.

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Retribution

I did not make any moves on the market for Retribution as I did not see any major profit potentials with this patch. The scan changes to Blockade Runners did drive prices up, but I was online far too late to purchase stock.

I did have a plan to place a Jump Freighter in one of the NPC ORE stations that sell blueprints and buy as many BPOs of the new frigate as possible, but the move of liquid ISK into capital prints took precedence.

The rush to build the new Destroyer hulls also did not interest me as I expect their profit potential to rapidly vanish over the next two weeks.