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)



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.




May Financial Report

tl;dr Charts

Things are going great!

May Challenges

Since I missed my April update, this report will contain some events from April.

Overall the Inferno patch cycle brought a large amount of change in the form of market speculation:

Drone mineral drops were removed, market and macro bots were banned, RMT was again cracked down on, Vanguard sites were nerfed, Technetium prices were controlled, faction/deadspace/officer items were added to the market, Nocxium’s artifical price ceiling was removed, and datacores were moved to Faction Warfare. Whew.

All these changes combined with the Burn Jita and Hulkageddon V event meant that prices were volatile.

Major Points

I have joined TEST and have been working with their market division, which seems to be a perfect fit for me. TEST has a very savvy development group that has no trouble coding up sites to manage our efforts.

In April at a Eve meetup, I met another trader who mainly operates in the North with an operation about 8x my size. It was a lot of fun to talk shop with another trader. I think we bored the PVP’ers while we rambled on about margins, hauling, bulk orders, and general logistics. I have apparently made a name for myself because she said, “oh you’re the Blake I’ve heard about — yes, I know about you.”

Order highlighting has improved the speed and accuracy at which I can update orders. I spend about 20 minutes a day total broken into two sessions updating prices. I tend to update after downtime and around 23:00, which is US prime.

Stats @CCP_Diagoras Style

172,592,790,045 sold so far in 2012.
35,912,308,945 profit so far in 2012.
12,340 transactions so far in 2012.
2,921,500.42 average profit per transaction in 2012.
10,843,867.01 standard deviation per transaction in 2012.
Top item by quantity was Tritanium with 90,272,146 sold for a profit of 306,018,174.
Worst profitable item was 1600mm Reinforced Rolled Tungsten Plates I where I lost 49,869,884.
Best trading day on May 5th with a total profit of 1.24 B beating out Oct 24, 2011 at 793 M when I sold a Jump Freighter I build from scratch.

The Future

Keep doing what I am doing and keep putting liquid ISK back into the market.

I spent some money and picked up 305 Tech 3 Subsystem BPCs. The return isn’t that high, so I might put this project off for a later date or work with a production partner to complete the batch.

The addition of officer/deadspace/faction items has opened up new area of trading. I have been having good success with these and am slowing building my list of items to watch.

New modules are almost always insanely profitable. The addition of the new Inferno modules have so far proven to be very lucrative.

Mass Tech 3 Subsystem Production


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.

Before Inferno Unified Inventory

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.

Build Requirements

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
 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.

Bottom Line

Production Strategy

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:

  1. 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.
  2. 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.
  3. 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.
  4. 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.