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)
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.
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
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.
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.
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.
I spent 4 B on a bulk deal and aquired 305 T3 Subsystem BPCs. It will cost 38 B to buy the components to build 46 B worth of Subsystems. After the blueprint investment cost, the production run will result in a 4.1 B profit (9.13%)
Note: this profit estimation does not take in account for POS fuel or taxes. Additionally, there is the hauling, build, and trading time factor that I have not calculated. Time is money and the minerals you mine are not free.
Tech 3 in General
Another complicated production chain greeted my eyes as I started to learn the depth of the production process. Sleeper drops/salvage, gas reactions, and POS limited production oh my.
I found that the general price of Tech 3 hulls and Subsystems have been declining in line with the build Materials over the past year. Melted Nanoribbons, which account for a large percentage of Tech 3 items, are on the decline.
This price decline can be attributed to the general movement into Wormhole space over the past two years and that people have learned how to efficiently farm Sleeper sites.
SQL all the things!
I’ve got a bunch of Subsystem BPCs which need Hybrid Components. These Hybrid Components are made from Materials (Salvage and Polymers). My level in the production chain will be to buy the Salvage and Polymers, make Hybrid Components and put these together to make Subsystems.
I needed to work with a custom table to get a master list of Materials that will go into the production run from my list of BPCs.
Using my custom typeBuildReqs table (creation details here in section 301), the following query will take the typeID of the Subsystem blueprint and give you a quantity and price of Materials needed. I have a price table called assetValues, so take that section or modify as needed.
SELECT typeBuildReqs.requiredTypeID, SUM(typeBuildReqs.quantity) AS totalQuantity, invTypes.typeName, (SUM(typeBuildReqs.quantity) * assetValues.value) AS totalValue FROM typeBuildReqs JOIN ( SELECT invBlueprintTypes.blueprintTypeID as componentBlueprintID FROM typeBuildReqs JOIN invBlueprintTypes ON (invBlueprintTypes.productTypeID = typeBuildReqs.requiredTypeID) WHERE typeBuildReqs.blueprintTypeID = 30227 AND activityID = 1 ) AS comp ON (comp.componentBlueprintID = typeBuildReqs.blueprintTypeID) JOIN invTypes ON (invTypes.typeID = typeBuildReqs.requiredTypeID) JOIN assetValues ON (assetValues.typeID = typeBuildReqs.requiredTypeID) GROUP BY typeBuildReqs.requiredTypeID
The Spreadsheet Magic
Breakdown of BPCs by race and what Hybrid Components are needed.
Breakdown of Materials needed to build Hybrid Components and total build cost.
Melted Nanoribbons account for 71.5% of the material cost.
For me 38 B is a lot of liquid ISK to be tied up while these Subsystems are constructed. Since Melted Nanoribbons account for such a large portion of the cost, I plan on purchasing all of the materials in totality but initially only 25% or 33% of the total number of Nanoribbons needed.
Everything minus Nanoribbons – 10.8 B
25% Nanoribbons – 6.7 B or 33% Nanoribbons – 8.9 B
My Kingdom for a POS
Subsystems cannot be made at a NPC station and must be installed in a Subsystem Assembly Array anchored at a POS. Since I do not currently have a POS up and running, I have a few options for producing these items:
- Grind standing with the appropriate Faction. I do not like mission grinding. I might revisit this option once we have the (rumored) ability to change standings by trading in tags.
- Pay a highsec POS anchoring service to drop a tower for me after joining my corporation. Probably the easiest option and I would get a anchored tower out of the deal.
- Setup a POS in lowsec and hope not to be discovered. Risky as some bored gang could reinforce the tower, locking your assets until the timer is up.
- Contract out the Subsystem production to a corporation that can build them. Higher risk for scams, less profit due to them taking a portion of the profit, but I wouldn’t have to deal with he production line.
I am going to put a hold on this project as I am going to put my liquid reserve into other ventures. The return is not high enough for the time invested. I’ll keep the BPCs in my hangar and revisit in a few months.