Burn Jita got off to a great start with freighter kills coming in one after another. I was able to watch a few hours of NickFuzzeh’s stream yesterday and was able to get some nice screencaputres before it went offline; image credits go to him.
If you are looking to keep up to date on the kills, head on over to use isjitaburning.com.
Successful invasion campaigns are run by competent FCs that have logistical backbones with access to intelligence. This dynamic can also be said about large-scale industrial projects; combining the talents from multiple pools can produce very profitable results. Liquid ISK, assets, production management, market intelligence, and a dash of luck are all needed to have great results with industry.
Over time I’ve been running copy jobs on my Obelisk BPO and performing invention jobs on the side. This collection has been growing and has caused an itch that needed to be scratched. I wanted to see these items get produced.
Lockefox @HLIBIndustry and I have been talking about a collaborative project for a few months and we finally got around to narrowing down the scope and details of the collaborative operation.
We combined my assets with Lockefox’s production management and market analysis skills in order to combine our efforts to produce multiple Jump Freighters. Within a few days Lockefox had worked out a four month production timeline stretching from the end of April until August. Not small-scale by any means as we were placing multi-billion amounts of materials into a month long production timeline.
The three Obelisk BPCs were put into invention to net more Anshar runs, but the Invention Fairy said ‘hello no’ with three failures coming in for each invention job. Overall invention success rate for Anshar jobs is coming in at 16.7%.
More updates will come as we run through the production process. Lockefox got the initial project post out yesterday so also watch his blog for updates.
Another year of growth and transitions into larger projects.
Module, gun, ship construction and trading proceeded as it did the previous year. With reliable income from trading, we expanded our operation into heavy construction by adding a Carrier construction wing to our operation.
From these numbers we can see that our operation is facing more competition as margins were slightly lower than the previous year. To overcome this, we migrated our inventory to higher per-sale profit items. The drastic change in quantity can be explained by dropping Ammo as a common trade item.
This overview shows the benefits of spreading your trade load between high ticket, low volume items and more volume centered low price items.
Q1 and Q2 saw renewed vigor into trading as I started to invest more time into logistics and product research.
Q3, July especially, was a record breaking time as I took any liquidity and moved it back into assets. This also marked our shift into high ticket items. Additionally, at this point in the year my trading partner and I had a lot of time to devote to our operation.
September into October is a busy time for me personally. I took a long vacation October and was away from Eve for a few weeks. Everyone needs a break and our performance numbers directly show this.
Procurer speculation with the Inferno Patch.
Outsourcing some Highsec logistics with Red Frog Freight during busy periods.
Expanded trading into High Meta items.
Expanded construction and sales into Carrier hulls.
Invested 133 days of training into Racial Cruiser Construction V and Jury Rigging V to enable Tech 3 hull and subsystem production in the coming year.
Though there are profits in invention, I found the process of gathering materials, inventing a BPC, putting the component parts together to be uninspired; I had no real focus this year with invention. Most of the time I spent in this area was spent making Drones and increasing my stock of -1/-1 Anshar prints for a rainy day.
My two invention characters have 4-4-4 skills. I have found the training return of getting 5-4-4 or even 5-5-5 skills to marginally increase profits. Since the train time to get a Science skill to 5 is around 20 days, I have not felt the need to sink time into polishing off the skills.
I did keep a database record in order to produced the below summary of my invention statistics The overall success average came out to be 48.2%, which falls in line with any invention guide.
With the addition of Faction, Deadspace, and Officer modules to the market, I saw several trading opportunities throughout the year to work with these items. I had little to no interest in using the tedious contract system to trade these items so when they were added to the general market, I rejoiced.
Here is a summary of the performance of items by Meta levels. Faction and Deadspace items traded well and brought consistent high profits.
Escalation Barge Teiricide
With the changes to mining barges in the Escalation patch, my partner and I mainly targeted the Procurer hull as its build requirements changed the most with the patch. We speculated that the new barges would cost more post-patch so we build a large stock before patch day.
We ended up selling 288 units for a profit of 2.48 B. We put a smaller amount of effort into Retriever hulls and managed to build and sell 44 for a profit of 431 M.
Fear the Sabre
I had limited success with trading other racial Interdictors. The Sabre is the champion of them all and hopefully we see some further balancing to these hulls in upcoming patches.
Alpha Maelstrom to Rail Rokh
This year we saw the popularity of the Alpha Maelstrom as a viable Nullsec fleet composition fade away in favor of the Rail Rokh. I was slow to react to this change and by the time I got my Rohk BPO researched to an acceptable level, the switch to the new doctrine was already underway.
Rigs and Guns
The core rig types (Trimark, CCC, and Field Extender) continued to be a solid performer. If you sell a ship in an area, you should also sell related rigs to popular fits. Let this be a lesson in item cross-selling for anyone building, stocking, and selling ship hulls.
The core gun types seen below also provided some income over the year.
GoonSwarm Shrugged, I Smiled
During the GoonSwarm Ice Interdiction, I speculated on POS fuel and turned a profit. I made 648 M doing some passive trading in Jita on Oxygen Isotopes. In addition, people started to panic and predict that other Isotopes were going to be affected also. I made some early buys on Nitrogen and then sold them off at the height of their price level.
I have focused on and found a number of High Meta items that have proven to be very profitable. I’ve blanked out the names of them because I don’t yet want to disclose the item types at this point in time.
As expected implants were a high performer.
High volume modules provide a small source of income as working with these items means you are in a competitive and often saturated market.
The new Drone Damage Amplifier modules sold very well, but I had poor success with the Reactive Armor Hardener.
I have continued to have limited success with ammo. I have found the velocity of trading to be very slow which I think is due to the nature of ammo production and consumption.
Since ammo jobs are batch based (meaning that when someone runs a production job they are producing a large bath of ammo rather than a single unit), production has periods of high volume. Additionally when someone buys ammo, that person tends to buy a large stock and slowly work though the pile.
I keep stocking ammo with the intention that it will move, but I always am unimpressed by the numbers.
Tier 3 Battlecruisers
The popularity of the Tier 3 BCs remains high as I was able to make a profit on every racial type of them. Surprisingly the Oracle and Talos have been outselling the Tornado.
The Cerberus has remained a poor performer with no production or trading opportunities arsing this year. The Ishtar remains a strong seller as a preferred AFK mission ship while the Vagabond holds up the PVP end of the HAC spectrum. I fully agree with Kirith Kodachi’s recent comments on the upcoming rebalance initiative that will eventually hit HACs.
Tech 2 Logistics Falling From Grace
With the recent rebalance of Tech 1 logistics, I expect my production and trade of Tech 2 logistics ships to decline. As Jester pointed out, the proficiency of the Tech 1 variant can cheaply replicate the Tech 2 variant.
Champion CREST API changes and development with the community to enable 3rd party tools to flourish.
Pressure the CSM for industry and mining changes.
Though the Carrier project is new, it is proving to be profitable so we expect the expand the operation. We are going to look into Dreadnought production in addition to carriers.
Build from stockpile of Tech 3 hulls and subsystem BPCs.
Build backlog of invented Anashar BPCs.
As my hulking Charon docked in a quiet Amarr outpost, I started to organize the incoming shipment of minerals, PVP goods, and invention items.
I was getting ready to start the invention jobs for two more Anshar BPCs, but then I realized I had forgot something.
Damn, I forgot to buy the decryptors.
The use of decryptors on invention jobs for large-ticket items such as Jump Freighters, Marauders, and Black Ops is almost mandatory if you want to have high profit margins.
I’ve found that using Collision Measurements is the best type for Jump Freighter invention. Here is the breakdown on how the use of decryptors affects the end profitability of building a Jump Freighter with 4-4-4 skills.
Over the course of the past few months, I’ve built up a small collection of Anshar -1/-1 BPCs for a rainy day. Owning the BPO for the Obelisk, the Capital part components for the freighter, and the Advanced Capital Construction Component Blueprints greatly improves the final profit.
If you want to know more detailed information on the build process, read the Building a Jump Freighter post.
In addition to trading, I’ve started up a small invention and Tech 2 production line. My initial approach is to start small and see how well items perform. For now I am going to be working with drones, bombers, and some popular modules. I’ve invented a few ships, but am holding off on producing them.
I’m saving the invention job history to my database and wrote a small display to show overall and individual item invention success rates. I’ll add this summary to my monthly updates as I’m sure inventors will find it interesting.
My first Jump Freighter invention job was successful despite the ~39.8% calculated success rate given my 4-4-4 skills.
Attempting the job cost 36.3 M of items that are destroyed regardless of the job output:
1x Collision Measurements – 7.6 M
64x Mechanical Engineering Datacore – 7.231 M
64x Gallente Starship Engineering Datacore – 21.438 M
Obelisk BPC – Copied from my BPO
Since I am not actively producing Freighters due to their low markup and currently dropping mineral prices, I put the Obelisk BPO back into an open copy slot. It takes around 43 days for one copy in an empire slot so you can see why Jump Freighters are slow to produce.
Further details of Jump Freighter production can be found here.
The nebula rework that came in the Crucible expansion is very breathtaking. It ads such an amazing feel of location to the universe. Traveling from The Forge to Gallente space near Cloud Ring really gives me a sense of locational awareness.
Another effect that has really impressed me is the miss animation of weapons. Fighting Amarr ships has never looked so good! Enjoy the 1680 x1028 goodness.
*Warning* Eve Industry Speak Ahead!
I have always been a builder. Even as a young child I would construct elaborate towers of falling water in the kitchen sink with dirty dishes and cups. My parents told me that I would entertain myself for hours with a small stream of running water and some dirty dishes.
There is something satisfying about taking smaller components and arranging them in a way to serve a higher purpose and I have definitely channeled this passion into Eve. Though the T2 production chain is complicated, there is a beauty to it.
I spend a lot of time on the Sell Forum section of the Eve website. Some deals are in your favor, but you have to do your research. One evening I found a person selling some invented Jump Freighter Blueprints and that really interested me. For a while now, I have been looking to put my Capital BPOs to good use as they have been sitting idle in station for over a month now.
The contract was for 6x ME-1 Anshar BPCs for 700 M, so 116.67 M each. I looked at Jita contracts for ME-1 BPCs and they were selling for around 180-200 M.
Perhaps I stumbled upon a weary industrialist looking to sell his inventory? The offer seemed like a legitimate deal so I accepted it. He even threw in two Obelisk T1 BPCs for free which run about 35 M each. Nice.
Channel Name: Private Chat (Seller)
Session started: 2011.08.15 19:19:54
[ 2011.08.15 19:19:56 ] Blake > hi
[ 2011.08.15 19:20:00 ] Seller > hey bud
[ 2011.08.15 19:20:04 ] Seller > you into those bpc?
[ 2011.08.15 19:20:17 ] Blake > nice price
[ 2011.08.15 19:20:19 ] Blake > I’ll take em
[ 2011.08.15 19:20:24 ] Seller > i’ll do all 6 for 700m
[ 2011.08.15 19:20:30 ] Seller > ok, contract to you? now?
[ 2011.08.15 19:20:36 ] Blake > yep
[ 2011.08.15 19:20:59 ] Seller > need those obelisk bpc as well?
[ 2011.08.15 19:21:21 ] Blake > not right now
[ 2011.08.15 19:21:35 ] Seller > foc
[ 2011.08.15 19:21:37 ] Seller > you can have them
[ 2011.08.15 19:22:33 ] Blake > foc?
[ 2011.08.15 19:22:39 ] Blake > oh oh free of charge?
[ 2011.08.15 19:22:40 ] Seller > free of charge
[ 2011.08.15 19:24:17 ] Blake > thanks man
[ 2011.08.15 19:24:24 ] Seller > my pleasure
[ 2011.08.15 19:24:26 ] Seller > enjoy :))
[ 2011.08.15 19:24:31 ] Blake > fly safe
Well now what do I do? I also needed to purchase the Gallente based Advanced Capital Ship Components which run 13.5 M each at NPC prices and get them to at least ME 10.
Right, now to build the things! Our T2 production page of the wallet manager is still taking shape, so I had to resort to using Excel to calculate the build costs.
Now before you rush out to get into Jump Freighter production, consider the large amount of time and capital involved.
First you need the T1 item for the T2 production job and building an Obelisk from BPCs kills the profits. If you build them from BPOs, there is about a 110 M profit at Jita mineral prices. Also, in order to timely produce a freighter, you need multiple copies of the BPOs. I found that you need 1:1:3:2 in order to build a freighter every 15 days.
Second, you need a freighter BPC for Invention, which take around a month copy or you can buy one on the market for around 35 M. Datacores for the Invention job cost about 18.4 M and are consumed during the job. For a ship of this cost level, you are going to also use a decryptor to affect ME output of the T2 BPC, which costs about 6 M and is also consumed.
Now stack up the odds of the Invention success chance with a 41.58 % theoretical max success rate, which means that a successful invention job costs around 61.7 M and takes 5 days for the result and you can see why this isn’t a common industry production chain.
Whew, now to put all the items together to make a fancy Jump Freighter!
If you like these type of Industry posts, let me know. I’m not sure if I should continue to write them or file them under ‘nobody cares’ like Eve Fail (a site which I personally enjoy).