Spreadsheets in Space

My side interest in information aesthetics is present in my work, both professional and personal. I’ve received many comments on how clean and clear my analysis charts, reports, and spreadsheet work can be so I though I would share some of my Eve related spreadsheet work to inspire people.

Here are screenshots from depreciated spreadsheets that I used for industrial production, speculation, and fuel estimations before switching to a custom web-based solution that my partner, Raath, created.

My design goal has always been to use small type-face Arial text that is boxed and columned with important information highlighted in primary colors or shaded in gradients to denote best to worst status. Some of these sheets are old with broken formulas or outdated build requirements. Pay more attention to the organization rather than to the numerical content.

Ammo

Ammo

Compression

Compression

Copy BPOs

Copy BPOs

Copy Capital BPOs

Copy Capital BPOs

Freighter Construction

Freighter Construction

Jump Freighter Construction

Jump Freighter Construction

Margins

Margins

POS Fuel

POS Fuel

POS Fuel Blocks

POS Fuel Blocks

Procurer Speculation

Procurer Speculation

Ship Construction

Ship Construction

T3 Construction

T3 Subsystem Construction

T3 Hull Construction

T3 Hull Construction


Blake’s Papercuts

Inspired by Jester’s post about accepting Eve as it stands, I started to record my own personal headaches while performing Industry and Trade related tasks.

Manufacturing/Invention
1. Menu items on Blueprints: I want to be able to Right-click, build or Right-click, invent from the hangar.
3. Batch processing: multi-select right-click, build/invent.
3. Two stage jobs, like capitals that have components that are build from minerals, can be built with one click from the capital Blueprint.
4. Easy display of Blueprints ME/PE from hanger view.
5. Stack Blueprints of equal ME/PE levels.
6. Multi cycle runs. Make 10 items 10 times as long as you have the required items in stock.
7. Pause jobs if they run out of materials and allow resume when sufficient items are placed in the hangar.

Booster Trade
1. Expand profession. Currently I know of a few major manufacturers of drugs and distribute to niche markets. I want to be able to have more players in the market, many more markets, and a feeling of sneaking contraband around the galaxy.
2. Given the limitations on production to POS’es, the barrier of entry for manufacturers is high. I remember a long time ago hearing about how Mittani proposed a drug manufacturing ship; imagine a stealthy ship that arrives out of nowhere, makes you drugs, and retreats into the abyss.

API
1. Expose Blueprint ME/PE/Run/Remaining.
2. Expose tower CPU/Power utilization and any timers such as anchoring, on-lining, or reinforced. (Metagame++;)
3. Expose saved ship fits for read/write to allow developers to create alliance/corp/mobile 3rd party applications for working with fits using XML.
4. Do not allow the buying, selling, modification of orders (I’ve wrote about the potential botting implications here).

POS Rework
1. Grant the ability to move POS’es between characters, corporations, and alliances.
2. Scrap the worthless Refining Arrays. They refine at too high a loss, are cumbersome to load and start refine jobs. In the new system you should be able to create paths between modules like we have in PI to transfer goods for constant production.
3. Add a mechanic for hacking/taking over offlined and abondoned towers.

Unified Inventory
1. Dragging something to the station Item or Ship hangar should automatically place it in the proper hangar. I hate having to drag ships to ships and item to items. The goods are going to my local hangar, just put them there.

General
1. Automatically remove me from my ship, stop skills from training, and initiate the clone jump.
2. Prompt/warn me that my clone is out of date before undocking.

Timers
1. I want to be able to see the time remaining for various things (GCC, etc) in the same fashion as the undock timer.

Kill Reports
1. Add Logistic repair amount.
2. Add coordinate and time data down to the millisecond to allow people to develop applications to replay and analyse battles.


July Financial Report

Overview

June and July were periods of rapid growth, both in terms of buying power and activity spread. I’m now able to have my fingers in more markets and more item types, helping to spread the risk.

Graphs!

Out performing the liner projection the past three months.

My purchase sprees have grown in volume over the past few months. They keep topping out at larger amounts.  18.5, 21.1, 25.2, and now 25.5 B purchased in a single day. I love seeing the holding account balance go up, but liquid ISK is idle ISK. Throw is back into the market unless you are accruing a balance for a project.

Major Points

1. New milestone reached as I moved 103.7 B ISK this month.

Subscribing to the Bulk Trade mailing list has fueled buying in large quantities. Why buy two Scimitars off the market when you can buy 20 and get a discount?

2. Speculation on Cobalt

I logged into Jita about 35 minutes after the Devblog was posted citing changes to Alchemy. At this time the majority of Cobalt was off the market, so I was only able to get 26k units @ 1,580 (41.7 M) and then I foolishly bought 15k units @ 7,000 (110.7 M).

As of this writing, Cobalt is sitting at 2,800 in Jita so I highly doubt that I was turn a profit on these speculative trades. I didn’t run the numbers after the announcement so I’ll accept the loss on this.

Despite the loss, it was fun to refresh the markets and watch the speculation drive prices. I hope for more changes to the moon market this fall.

3. Mobile Application

This has proven to be a powerful way to remain connected to the market. I’m currently able to monitor sales and purchases. This lets me keep mental notes of what needs to be restocked or adjusted. In the future we hope to expand it with more Android style touch options.

Some ideas that we have been throwing around is that of a cart. If you are about to sell out of an item, it will shade the row and holding down on the row will bring up an action menu. You can look up history, item trading performance, or add the item to a restock cart.

4. Industrial Partner

Raath, the author of Staticmapper and DRK Industry Tracker, and I are forming an industry and trading partnership. I’m taking my idle stack of blueprints and putting them to use.

We’re polishing off our invention and Tech3 production skills so we can start to mass produce ships and modules. *sigh* do you know that it is going to take 50+ days to be able to produce a Tengu hull and Subsystems?

Idle blueprints

Invention skills

5. Implants

The adjustments to Faction Warfare rewards killed profits on implants for me for over a month. I waited for the price to adjust and am back to trading these in high volumes again. In the past month implants are back in my highest performing group and I’ve moved 2,880 implants in the past 30 days.

6. Wallet Manager

For those of you that have been asking about my Wallet Manager program I have good news. A group of developers is using inspiration from our team and is coding up a public version for everyone. I chat with them daily on irc.coldfront.net and will have a post about this once we have some public-facing content.

The Future

I’m going to get my new partner, Raath, up to speed on the trade operation. He is bringing a large number of production alts so I’m looking forward to putting all our idle blueprints to use.


Mass Tech 3 Hull Production

In addition to the massive stock of Subsystem BPCs that I recently acquired on a bulk deal, I have also picked up a large amount of Tech 3 hull BPCs.

I thought that a large batch of hulls would go along nicely with the production run of the Subsystems so I bought them after running the numbers.

The bulk deal was for enough BPCs to make 443 Hulls. The average BPC price per run on the deal came out to 18.35 M. On public contract right now, a Tengu BPC is trading at about 20-25 M/run.

Construction Skill Prerequisites That I Need

Frigate Construction IV
Cruiser Construction 5
Amarrian Starship Engineering 5
Caldari Starship Engineering 5
Gallentean Starship Engineering 5
Minmatar Starship Engineering 5

I will need to train up Cruiser Construction to V and each racial Starship Engineering to V. Each one will take around ~22 days to get to V.

I currently have 6.7 M skills in Science on my industry, invention, and research alt so this will help round him out by giving him the ability to produce a large variety of Tech 2/3 ships.

The Stock

I now have enough BPCs to make 119 Legion, 61 Loki, 51 Proteus, and 212 Tengu Hulls.

Production Run Considerations

Tech 3 Hulls and Subsystems can only be made in an Subsystem Assembly Array anchored at a POS.

A mobile assembly facility where advanced subsystems and hulls of strategic cruisers can be manufactured

3 manufacturing slots:
Base time multiplier: 1.0
Base material multiplier: 1.0

(Note: Tech III hulls cannot be assembled at starbase structures. The hulls and subsystems can only be assembled whilst docked in a station.)

Just the 212 Tengu Hulls will take 7 months to produce on 1 production line. I’m not sure how many Subsystem Assembly Array modules will go live for the run or how many characters will be trained up to produce yet.

Profit Estimations

Making 443 Hulls will produce a profit of 12.9 B minus the investment for the BPCs at 8.1 B.  The profit estimation is around 4.7 B.

Note that the previous profit number does not account for the cost of running POS.


June Junk Drawer

1. Interested in the current tone of CSM-CCP relationship, the future of industry, and hints into the Winter expansion? Listen to VandV Podcast: Special Edition: Spring Summit Wrap Up podcast which contains an hour of content with current chairman @Seleene_Eve.

2. Chribba posted a screenshot of his Titan mining operations in lowsec.

3. I gasped at the sov map for a minute before discovering that there was a zero in the name.

4. Endless Space, a 4X turn based space strategy game, has been recieving a lot of my attention over the past month. The Beta is available right now on Steam and patches have been coming out every week or so with balances, new UI elements, and bug fixes.

I’m really interested in this game because the same game format is XML that is compressed in a .bin file. You can uncompress it with 7-Zip and then edit it in Notepad++ to change planet or hero attributes, technologies, global events, or even star system locations. The mentality of the development team is one of openness with the community and they are very active on the forums while polishing up the Beta.

5. I’ve contacted some Tech2 manufactures and have started to buy in bulk. You can generally get 5-10% Jita price, which does nothing but increase your margins.

6. Since I haven’t been actively playing much this month, I put some idle BPOs into copy research for some very passive income. There are idle or low wait empire copy slots, you just have to look for them. Hint: go to lowsec. I just know one of these days I will encounter a smartbomb.

7. To help solidify my claim as a bittervet, I picked up some Anaconda Mines.

8. I have an itch for a large scale public investment project, but lack any type of formal finance training. I wish Eve had a stock market so people could invest in my trading and manufacturing operation. I don’t have any idea of where to start, what the payout would be, or how to manage risk when you start to work with other people’s money; I would not want to be Eve Bank 2.0.