425mm Railgun I Mineral Compression

204 M Tritanium

After a few hauling operations into lowsec in order to construct large ships such as Carriers, I began to research a better way to move around massive quantities of minerals. A Thanatos for example comes from 785,000 m3 of minerals or about 2.34 Jump Freighter trips. Fuel, lost time, and hostiles killing your Cyno ships all eat into your profits. I would also like to mention that waiting out 5 minute Cyno timers can get quite boring.

Jester’s article Replicators outlines perfectly the methods used to move around vast quantities of minerals using compression. He goes into detail about how you can use a simple Tech 1 blueprint to compress minerals down to 1/28th of their size. This vastly increases your hauling capacity due to an almost perfect refine rate if you find the right station, have standings, and train up Scrap Metal Processing.

Pages 40-43 in the 2010 Quarterly Economic Newsletter outline items that are used for mineral compression and contains a graphic the shows where the majority of 425mm Railgun I’s were constructed and melted down. Note that they mainly get produced in highsec and make their way to nullsec station for reprocessing.

Imagine being able to build 100 Battleships from one haul. Imagine moving the required minerals around for a Supercarrier in only one jump. These types of statements make industry tycoons foam at the mouth. Yep, it is happening to me right now.

The Checklist

  1. A few 425mm Railgun I Blueprint or other popular compression BPO that is listed in the QEN. ME36, PE40 is a good start for the Railgun BPO.
  2. Minerals.
  3. A Highsec station with open Manufacturing slots.
  4. A character with Production Efficiency to V.

How to Profit from New Ships

New items in game, especially ships, produce a huge market opportunity if you can stage and plan out your production properly. Here are some pointers on how to make a lot of ISK.

1. Get on the test server as soon as possible to lookup the BPO requirements. This workup on the unresearched BPO shows that the build cost is about 43.6 M per Tornado.

2. Stockpile minerals in a location close to Jita that has open Manufacturing slots.

3. Before the expansion comes out, have a freighter or Shuttle character in a NPC station where the BPO will be seeded.

4. After the expansion has been deployed and you are back  in the game, buy the BPOs and burn to your production system.

5. Build a few BCs with the unresearched BPOs and get the ships to market. Here is a screenshot of the Tornado market about 6 hours after they were seeded on the market.

Despite the markup, they were moving. People were making a 170M+ profit on each Tornado because the demand was so high.

6. After the market has become competitive, place your BPOs in research and start the ME grind in order to stay competitive.


November Financial Report

Following the trend of EVE-fail, I am going to continue releasing monthly financial reports.

November saw a resurgence of trading as the anticipation of Crucible brought me back into the game. With all the PI changes, there were ample opportunities to turn a profit. The change over to Player Owned Offices meant a tax barrier and therefore an increase to PI goods. Now that PI goods are involved in many production chains (POS’es, POS modules, T2 components), there has been an increase across the board.

New to the net value charts is the inclusion of Corp assets as I have taken the CEO role and put a lot of ISK into our ventures.

Here is a sneak-peak at my top trading groups. As you can see Implants far outweigh the other items. When a person goes to replace their implants, you are not only selling 1 implant, but 4 or maybe 5, as people will replace the entire set.

I have not tested the market with Skill Hardwiring implants but now that they are visible on killmails, I may have to parse what ones are popular. Expansions always bring new trading opportunities, you just have to look for them. I might write something to scrape killmails and give me a report on what are the top 10 by volume per month.

There was a large growth in November compared to October due to a renewed effort into trading. I expect that December will be a good month as the introduction of the new Tier 3 Battlecruisers opens up many avenues. They are going to be popular and will die quickly.


Nullsec Moon Mining

Have you ever wondered where the deep pockets of Alliances get created? Moon goo.

It has been almost a month in our new Alliance and we have started discussing setting up a moon mining network in order to bolster the corporation wallets. Since we have limited knowledge of the reaction chains, we have decided to start simple. Perhaps I will take the time to go up the reaction chain and see what items we can make that would truly be profitable. For now, we’re going to start small and just pull the Moon Materials and haul to market.

In an established alliance, the good moons are most likely property of the Alliance. The profits from Tech, Neo, and Dyspro often go to the Alliance wallets for programs such as ship replacement or war efforts.

Given this, our moon selection list is rather limited and we’re left to claim some of the lower profitable income streams. As with everything industry related in Eve, run the numbers first to see if it is even worth your time for the profit.

Recall that time is very important in this game. Why should I spend hours manufacturing a Drake to sell in a mission hub that nets me a 2-3% markup while I can go shoot NPCs for 100M+/hour (Incursions).

Here is the workup for a typical nullsec moon that we have available for claiming.

Material Profit/Month (M)
1. Hydrocarbons 13
2. Silicates 122
3. Silicates 122
4. Tungsten 39
+296

Using the new fueling price model in the Crucible expansion, running a Large POS is highly unprofitable as it costs 360 M/month to fuel. Income from harvesting basic materials will only be profitable using a Medium or Small POS as they cost 180 M or 90 M/month, respectively, to fuel.

A Small POS lacks the necessary Powergrid and CPU to run 4 Moon Harvesting Arrays and Silos so we need to setup up to a Medium. Even with Faction Towers, I was only able to get 3 Moon Harvesting Arrays and 3 Silos to run so we’ll have to not mine the Hydrocarbons.

180 M to fuel and 283 M profit means a 103 M/month or 24 M/week profit which in my book is hardly worth the effort. We will have to either get a better material to harvest or explore collecting these lower profit materials to react into Processed Materials or continue further down the reaction chain into Advanced Materials.


Crucible Fuel Blocks

If you haven’t read the upcoming POS fuel change, check it out on the CCP Devblog. Also read over Jester’s review of the upcoming change as he outlines the modification of each fuel type.

Caldari Towers

How much, how big, and how long? Here are the estimates for running the three sizes of Caldari towers at current Jita fuel costs.

For one month a Large Caldari Control Tower will cost 360 M to run, 144,000 m3 of Fuel Blocks moved around, and 1.5 days of build time for the Fuel Blocks.

Icon Change

The current icon set doesn’t differentiate the racial fuel blocks with color very well. James at k162space came up with more colorful icons to match the racial color styling as seen with the ECM modules.

CCP Proposed Icons

K162’s Proposed Icons

James has posted in the comment thread for the devblog and we’ve received some feedback from CCP Dropbear on Twitter. Perhaps the art department will give it a second pass. We would be happy to send along the 256×256 transparent PNGs!

[Edit] As Poetic Stanziel pointed out, color-blind people will have an issue with our proposed icon set. I think if CCP were to add our colorization to the existing icons, which have different metal bases and frames, we could have a real solution.